1e rangers learned more druid spells than wizard spells and of a higher level, however; but they weren't really much for spell casters regardless. They also displayed "stealth" through the 1e surprise mechanic.
While 1e rangers were capable of wearing any armor, shields, and weapons, they still had a slightly slower extra attack progression compared to fighters and paladins. Then Unearthed Arcana mixed things up a bit where paladins became a subclass of cavalier, and it was rangers and barbarians who were subclasses of fighter. Rangers were allowed weapon specialization but were restricted in weapon proficiencies taken, requiring a bow or crossbow (but not both) early.
The ranger’s weapons
Of the ranger's three initial weapons of proficiency, one must be either a bow (any sort) or a light crossbow. However, the ranger cannot have both a bow and a light crossbow as weapons of proficiency until attaining 7th level (at least), when the weapon type not already taken could be counted as the fifth weapon of proficiency. By the time a ranger gains a fourth weapon proficiency at 4th level, the character’s list of weapons must include:
- either a bow or a light crossbow
- a dagger or a knife
- a spear or an axe
- and a sword (of any type)
The initial weapon selection for the character must be made so as to take these requirements into account. A ranger who specializes in a particular weapon must do so in one of the types listed above.
They were definitely a fighter subclass, but slightly removed from fighters. I think 1e Unearthed Arcana requirements (they also had less weapon proficiencies than fighters and barbarians) were the first step in moving rangers towards ranged weapons and subsequently dexterity.
The 2e rangers just took it a step further by giving benefits to rangers wearing light armor such as no penalties to two-weapon fighting and their hide in shadows / move silent scores. I think their animal empathy also falls into the skills category (modern version is animal handling) and tracking / woodsman (modern version is survival) to promote the lightly armored skilled warrior. The ranger had the same non-weapon proficiency slot as others in the warrior group but also had those bonus abilities and was allowed access to the wizard proficiency list where the paladin was allowed access to the priest proficiency list and the fighter was denied either.
The option for weapon specialization was also removed from the ranger and restricted to fighter only in 2e.
3.0 carried this forward more with the introduction of skill points, class skills, and cross-class skills. Rangers had a d10 hit die but no longer had the option for heavier armor. It was light armor, medium armor, and shields. They were also incentivized to wear light armor and no shield for two-weapon fighting as if they had the ambidexterity feat and two-weapon fighting feat for free, and later the improved two-weapon fighting feat.
3.5 added more skill points to the ranger and dropped the hit die to d8 and solidified only being proficient in light armor and shields, while both versions of 3.x also leaned more into spell casting where spells were available as early as 4th level with the half caster level calculation. They also focused on either archery or twf in that light armor for more of a damage vs tankiness feel.
4e had rangers and rogues both categorized as martial strikers with the same hit points. Rogues were proficient in cloth and leather armors while rangers were proficient in cloth, leather, and hide. Rogues were proficient in thievery and stealth plus four more skills. Rangers were proficient in nature or dungeoneering plus four more skills. Bards, for contrast, were proficient in chainmail and light shields as well (more heavily armored than rangers).
This is from the 2014 5e ranger:
Deadly Hunters
Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization — humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.
Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.
Deadliness and stealth are things associated with rogues as well. These are still similar but going back up to a d10 hit die and adding medium armor plus shields back is reversing the trend back in the direction of 3e and 2e away from 3.5 and 4e as far as armor and hit die go. They still look like the idea is a skirmisher style leaning back towards warrior again.
From the 5.24 ranger:
Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble.
The ranger still seems to behave similar to a wilderness striker, sneaking around tracking their quarry then attacking.
tldr; I gave it some thought and I think the similarities as a wilderness rogue have been there in most editions but they've become more pronounced as the game evolved. Mostly from 2e on. The pendulum actually seems like it's swinging back the other way a bit in 5e.