That's not true, you still have multiclassing and feats, along with combat options like dodge, disengage, dash, grapple, et
Yeah... multiclassing of classes that barely offer choices.
Every class basically has three paths, and that's it. The paths determine so hard what you are supposed to do with them, not following this is just not something that happens.
You can still wildly combine classes, of course, but that particular absurdity is indeed something that always was in DnD since 3.
Really just a showcase of how inane class-based systems can be and why classless systems are generally superior.
"Hey, look at my 1Rogue/2Fighter/4Barb/2Bard/10Wizard character!" - just stop and think about that for a moment. If you cannot see anything wrong with that picture, I can't help you...
Feats are barely there anymore, really. In 3.5, feats (at least some of them) could completely turn a build around, that's not the case anymore.
Just look at Finesse, a feat that completely changes your build and allows some crazy stuff. Oh, right - it doesn't exist in 5E.
What has been removed is the endless bonuses to attack rolls, AC, and damage.
That's called simulation. Believe it or not, but yes, many numbers, bonuses, maluses, etc. for different situations is called depth.
Except if you want to tell me that a hardcore warsim does not have more depth than pew-pew-Command&Conquer-style games.
There is absolutely no nuance in anything in combat in 5E.
You either have advantage, in which case you might as well not throw the dice because you'll just win anyway.
Or disadvantage, in which case you might as well not throw the dice because you'll just lose anyway.
Or neither, in which case it actually makes sense to roll the dice. Of course, that barely happens as it is so super easy to put yourself into a situation of advantage - and likewise, you can do little to prevent disadvantage.
Just look at how crazy OP poison has become. It basically removes a character from combat while it lasts by giving the character disadvantage on pretty much anything.
That makes combat an incredibly odd thing where you don't think about what would make sense in the situation strategically or realistically (within the setting), but instead you think about where you can get that advantage best - if you even do need to think about that. Because of the holy duality of advantage/disadvantage, which doesn't simulate anything sufficiently and instead is just extremely gamey.
Coincidentally, that makes it a pretty good candidate for (non-simulation) PC games, so that's at least something.
. There was never any depth to the gameplay with them, it was all math to figure out how to get the highest stacking bonuses
The fuck are you even on about? Math
IS depth.
It gave you something to think about, how to best achieve where you want to go with your character. That is called depth.
It also gave you the option to fail at that, which is absolutely vital to achieve depth as well.
Try and build a character that sucks in 5E - even dumping your primary stats won't really achieve that since advantage/disadvantage doesn't come from attributes (in most situations, anyway).
Meanwhile in 5E...
When you minmax in 5e the power of the character only raises by a tiny amount, but the flexibility and utility explodes. Noone is gonna throw a hissy fit over me bringing a Life Cleric/Dream (or moon) Druid to the table for example.
No real gain or loss of power, you just become more or less of a jack of all trades.
Q.E.D.