At this point, I think it might be constructive if you and I asked ourselves "what might be the cause if this enforced difference?"
Not sure you've ever tried to see the value in the thing you're so clearly upset about, but if you did, it might actually help.
I have. It hasn't helped. If anything, it's made things worse.
I believe the affairs are in this state because as a game much simpler than reality, there needs to be a clear difference between magic and not magic.
Okay. That's not too hard to achieve. In fact, there are a lot of ways that can be done.
If not magic were allowed to replicate real-world athletes, the game would simply run out of map, and there'd be little left to distinguish magic.
How? What?
Why?
I'm sorry, but I just...I can't take this assertion seriously. You're literally saying that magic, which can do
literally anything in D&D, is somehow too limited to be distinctive if...people are able to do the things actual, living, breathing humans today can do on Earth? I cannot fathom how you would believe that.
There's
plenty of things to distinguish magic from non-magic. Elemental effects, particularly the most purely magical ones like necrotic, radiant, force, etc. Using different processes, where some mechanics (e.g. certain ways of determining results, or contesting actions, or manifesting effects, etc., etc.)
only show up as magic and others
only show up as non-magic. For example, I don't believe there are any spells in 5e that grant Expertise in a skill. That's great--make sure
no spell ever does. That makes Expertise an inherently mundane effect, even when learned as a Bard or via feats. Likewise, maybe elemental resistances are necessarily magical, so they necessarily shut off while in an AMF. I am, of course, spitballing; one would want to make a variety of effects, approaches, and mechanics that only appear on one side or the other, in addition to the various ones that appear on both (like attack rolls and saving throws.)
If you think about it this way I find it easier to accept that this is likely an aspect of the game that's here to stay. Because it brings value.
I don't think this achieved what you hoped it would achieve. At absolute best, you have simply confused me further.
Non magic is, like it or not, in the game as the introductory "easy mode" suitable for your very first character while most (all?) power builds need to switch over to the "advanced" magic "mode".
Nope. I absolutely will not accept this. Period, full stop. There should be non-easy-mode non-magic, and easy mode magic. This is a perfectly achievable thing.
And if the one and only meaningful difference between them is that one is brainlessly "easy" and the other "advanced", I fail to see how that, in ANY way, achieves the claimed desire of massively different entities. Difficulty is in the eye of the beholder--so your standard would be
by definition a failure for anyone who finds magic easy to work with or who doesn't grok martial stuff, whether or not their appraisal of the other side is fitting. Actually using different methods, offering different effects, and featuring different mechanics is objective. If radiant damage is always magical, then there's no possible disagreement about whether a thing that does radiant damage is magic. It's just an objective fact.