From my perspective everything has come about because the focus of D&D 5E has changed dramatically from where it was 40 years ago:
Story over game.
Why do people think Tiny Hut breaks "the game"? Because people want to use 5E as the same game they did 40 years ago, where you have resources you have to manage in order to survive long enough to get to where you are going to win your prize (treasure, gold, whatever.) But 5E doesn't care about that "game" all that much. <snip>
Darkvision is the same thing-- a way to skip an endlessly repetitive set of "monsters surprise you from the darkness!" attacks because now you can see them more often than not. Isn't that always the clarion call of DMs who complain about the proliferation of Darkvision? <snip>
I know this rubs a lot of past edition players the wrong way... especially those DMs who say "story" comes out of what the PCs do through random excursions and wanderings across an open map, and not an adventure path throughline that the DM has running in the background and which the players will pick up on and probably engage with to campaign completion. But I don't believe that is what 5E is. Here's my honest belief: 5E is not a game built for sandbox play.
It isn't designed to have a handful of characters just going out with a pack of supplies that have to keep track of on "adventures", trying to survive in the wilds, fighting monsters, and looking for treasure. That's a game style of older editions. It's not for 5E. And we can just go down the line of every class feature and spell that does its level best to erase a facet of AD&D "survival game" play. And yet because 5E is the Game Du Jour... people try to use it that way and get constantly annoyed that it doesn't really work to their satisfaction (without a heavy dose of modification.)
But for the rest of us... mostly probably newer players and occasionally older schmucks like me who actually prefer Story-based play and couldn't give a rat's ass about "random encounter tables" or having to detour from the adventure for three days to go look for fresh water because our "waterskins are running low"... having Adventure Path campaigns and an emphasis on Narrative over Game makes 5E our preferred edition. And in that regard... whether you have magic or not doesn't really matter because you can't use magic to skip the Story. The Story takes the availability of magic into account.