Zardnaar
Legend
Not really. Err, not that counter opinions don't matter, but, rather, he's not really making an opinion claim.
It's a pretty well supportable claim.
1. Every edition of D&Dhas added more magic to the game. At least up to 5e which has actually scaled it back somewhat at least in terms of sheer number of spells. OTOH, 33 of 36 classes in the PHB can use magic as opposed to the 3 classes in Basic/Expert which could.
2. Magic has to be magical - this is repeated often enough that it is pretty commonly held.
3. Magic must be able to do more than non-magical things. So, a 1st level wizard casting Jump to jump 60 feet is perfectly fine but a 23rd level rogue trying to do the same thing is not.
4. It is always acceptable to justify things with magic. Anything which cannot be justified in the real world MUST be justified with magic.
5. Every edition of the game is either impossible or very, very difficult to play without casters except for the one edition that many claim isn't D&D, 4e.
6. You are expected to find more and more powerful magic items every adventure. It's an extremely rare module that doesn't have any magic items to be found.
Did I miss anything?
Magic is integral to the essence of D&D. How powerful it is and how it operates in the context of the game is not.
4E didn't tank primarily because of the magic. Casuals didn't grok powers and a tactical skirmish game is more niche than beer n pretzels D&D.
Flaw 1.
Making D&D a skirmish game.
Flaw 2.
Powers.
Note most are gone or vary by class? Designers of 5E knew what they could sell. Mearls knew it in 2010, 5E design started 2011.