It works in 4e and its clones (which includes 13Age), because that game revolves primarily around combat, often even the utilies. I say this as someone who loves playing 13Age.
That is simply untrue in 5e, demonstrably so with the example of Wild Beyond the Witchlight - an entire adventure that you can avoid all combat with. As much as some people like claiming that 5e is primarily about fighting and combat, there are official adventures and many parts in home games where you ... don't do combat. I remember once when my group spent three weekly sessions doing nothing but building a town. The group fighter ended up cutting down trees, the mages used Fly to run between towns and get food and clothes and starter seeds, etc.
As much as D&D loves its dungeons and monsters, there are just times when... D&D isn't about either. So planning a class that has any kind of non-combat inclination around combat ends up... not working. It works for the fighter, because the ability in question is a combat-only ability. It doesn't work for the warlock, because the warlock wants to do things outside of combat.