I wonder why range is so good for you.
From my experience 90% of all the battles are inside a dungeon and a room is probably never larger that 40 by 40 feet, so usually you can always melee reach any enemy. Even outside dungeon my group usually tries to negotiate first before fighting, so they will usually start combat close to the enemies.
Our Fighter uses melee attacks to 95%. The remaining 5% he threw a Javelin.
Our Cleric uses melee attacks to 80%. To 19% he casts an offensive ranged spell. And one single time he threw a hand axe.
Our Wizard is pretty much 50/50. Half of the time he goes into melee to tank damage and use short-range spells. The other half he stays back and launches ranged spells.
Our Rogue does ranged attacks 90% of the time. Mostly because this allows him to hide around a corner every round. He switches to melee only when an enemy moved next to him.
So for me it's pretty balanced.
I hope you see that nothing I say invalidates your experience, Rya.
This is what I mean when I jokingly talk about slow axe dwarves.
If your players are set up for melee, it isn't so surprising when they choose to fight... in melee
And the game works much better there.
I hope you have an answer to your initial question, Rya. If I had run dungeons with 40x40 rooms. They key is "if".
The thing is, I would have hoped the game provided good support for other types of D&D adventures than the 6-8 dungeon by now, since we're after all in the fifth edition.
And when I say "other adventures", I do include the official adventures themselves. Out of the Abyss in my case.
I haven't heard anyone say it's drastically different from Strahd, or Princes, or Thunder, but I guess it's possibly I've just been unlucky and have chosen the one official adventure that doesn't play by the same rules expected by the game...
(And yes, I'm not entirely truthful there because... I simply don't believe it)