The common refrain is that fighters are "easier" than wizards - but I don't find that always holds all true.
Easier or simpler in the sense of having fewer options and far less flexibility/versatility. Not necessarily easier choices or easier to play effectively.
TSR fighters faced almost no choices to roll up, just pick weapon proficiencies, later, pick a weapon to specialize, and make the tough long-term-implication choice of maximizing TWF damage now, or making the most of inevitable magic longswords later.

Making a fighter effective in play was a matter of lucking into good magic items and the sheer Gygaxian "Skilled Play" that you needed regardless of class.
The 3.x fighter was complex to build, and you probably wanted a carefuly thought out multi-level (probably multi-class) build to make it viable. Then it was also challenging to play effectively, needing careful use of tactics and positioning, and buying just the right (magical) gear. (Barbarians were a better training wheels class in 3.x)
4e the fighter was easy enough to build (all classes were, tho you could CharOP to the nth degree, too), and challenging to play, because the defender role required you to pay attention to your allies and enemies and their capabilities. They were not a 'wake me on my turn class' anymore. (Archery Ranger was the easy class in 4e)
The 5e fighter is like the 3e fighter, without the elegant design, and turned down to a soft 4. You should optimize to put in a good showing, but it's mostly going to be on the DM, anyway.
But then, 5e isn't exactly hard for any class, slot casting is pretty care-free, really. You can fall into the trap of picking tightly themed spells and finding none of them useful in some situations, or you can cast a spell every round in filler combats you should be leaving to cantrips and mundane attacks, and not have anything good left for a more important encounter... at low level, or if the DM is a stickler for forcing longer days....