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In 5e, the main goal was making the system as accessible as possible. Which meant gamifying the RPG, by taking the R out of RPG. Thus, we are in a situation with a TTRPG system built like an MMO, with MMO style level progression and mechanics that make no sense outside "balancing."
This ends up being a considerable problem, as the simpler the system the less game play freedom you have and the more abilities end up all feeling the same. Thus the difference between one spell or another is often just the damage type, as they will all functionally do the same thing otherwise.
Necromancy is the most obvious of the magic systems that were abused in 5e, as most of its abilities in earlier editions had to do with necromancy (3.5e) rather than just being a generic dark caster who can learn 3 actual necromancy spells later in the game (5e)(Speak with Dead, Animate Dead, Raise Undead) with all the resurrection magic given to clerics.
Spend a few minutes looking over the 3.5e necromancy spell list and then look back at 5e. You will be appalled at what they did.