Flint_A:
The DMG does repeatedly say "hey, be cool man, just fudge the rolls or whatever, the rules are just, like, suggestions maaan"
That's in pretty much every DMG or other system rulebook to one degree or another (Gygax is famously quoted on DM die rolling meaning nothing - which is something I personally disagree with). I'm pretty sure the semi-original D&D rules (Purple box? Not sure which one I read it from...) included statements to the same effect.
Once you get into the realm of house rules and GM fiat, pretty much any system can do anything, making it pointless to include for consideration. If your system requires house rules to make it make sense, that isn't some bold "roleplay!" decision - that's just bad design.
Merevel:
What was the comment about 4e? Fighters linear, wizards are quadratic and Clerics are cubal, that may or may not be a word I forget, in power growth?
That more applies to editions prior to 4e. It was the worst in 2e, and 3.x had similar (though mostly toned down) issues. 4e "solved" the problem by making everyone a wizard, more or less, which became its own problem (namely, the wizard tended to be played by that one person that could memorize what dozens of spells did and pull them up on the fly - and now everyone had to do that).
Of course, 5e brought the problem back. Arguably, it's worse in 5e because the class abilities are so thin that the only really major power gains come through spells.
Don't get me wrong, I've played a bunch of 5e. It's an okay game. It's not great, by any stretch, and the decisions of WotC regarding the way they're publishing this edition make me dislike it, generally. However it's an okay game and you should definitely play it and form your own opinions. Just... don't let it be the only game system you play.