That doesn't make it less true, though. Traditionally, magic is impressive at least partially because it's rare. When it's not rare, it stops being impressive on that merit, and so you're left to judge it by its utility function.
That's the topic of this thread. Magic doesn't feel magical anymore, because it's everywhere. I don't know how we could possibly make it feel inherently awesome - aside from its utility function - without making it much less common.
You could also make food and money seem more special, if you greatly restricted access to that in the game, but the difference between that and magic is that people have real-world experience with food and money. Most players, in the real world, have enough food and money to get by; making their characters suffer in that regard makes them seem less capable than the players are in the real world, which is a hard sell for a game that many use as a power fantasy. For contrast, a wizard who can cast one Fireball per day is still infinitely more magical than anyone is in the real world.
This is an excellent restatement of the point I think I was trying to get across.
It's not a balance issue. 5e casters are not overpowered and I haven't seen a lot of claims to the otherwise. They do their jobs and everyone gets to contribute. Fantastic.
But, for me, the issue is more that as D&D has progressed, particularly from 3e onward, magic has become so ubiquitous in play that it might as well just be swinging a sword. Every scenario gets resolved by the application of magic. We've gone from a time when you might see an encounter with no magic used at all to a time when it would be rare to see a single round where magic isn't used.
Remember, not only did casters get at will spells but they got a boatload of actual spells per day as well. My 6th level druid has 11 spells per day. Ok, this is a bad example because a 1e 6th level druid would have 12. LOL. But, a cleric, OTOH, would only have 8 spells and a MUCH more limited spell list. Cleric or Druid, I would have had a list of 12 spells per level to choose from, as opposed to the 15 or so spells for either cleric or druid PLUS their Domain spells. My druid, in AD&D, would just be gaining shape change this level. My 5e druid gains shape change after about 3 sessions.
Surely there might be something of a middle road here. Instead of having enough magic in the game to see several magical effects being used every single round of every single encounter, isn't there a design space for, say, encounter level magic? If we have a scale of 10 for magic, and AD&D is a 2-3, and 3e, 4e and 5e are 7+, isn't there a way to get a 5? Maybe shading into a 4?
Look, I don't want a zero magic campaign. That's not interesting to me and there are systems far, far better suited to that. But, that doesn't mean that I want my campaigns to be ... I hate using this term, because I don't mean it pejoratively, but, ... Potterverse where every problem is solved by throwing buckets of magic at it and every character in the stories is carrying a big old bucket of magic.