It's not video games, trust me.
I run a 2e group. The party fighter, mechanically, has only *one* option in any fight: "I hit it with my magic sword". Sometimes he'll mix it up and whip out the Arquebus, but that's only ever as opening volley.
He was getting so bored that he'd start trying to do special moves like shoving, sucker-punching or other stuff he knew were mechanical concepts in D20 Conan (his favorite system).
I, as GM, had to work with him, housing ruling stunts he could do because as 2e would have it, either you hit the bad guy with a sword, shoot him with an arrow, or nothing at all.
Different types of fundamental attacks, like grappling or pushing, are fine. Fighters can also make use of whatever powers their equipment has, or that they carry (such as potions). Clever positioning should also be important for a fighter to try to tie down foes and block access to the parties squishier dudes. Fighters don't need super-duper-slam attacks they can use once per rest or whatever other dumb special abilities systems invent for fighters to have.
I just disagree 100% with the idea that everyone needs special abilities. And if players find playing fighters less fulfilling because they don't get to use special moves ever turn, they should play spell casters or one of the hybrid martial/magic classes.
Especially for a party based CRPG like Baldur's gate, or POE, or any such game. When you are controlling multiple characters, you don't need to have to micromanage each one to make sure they are all using their special abilities. That should be saved for your spell casters. It is perfectly fine if you only really need to micromange 3 party members while the other ones you can just make sure they are standing where they should be and attacking who they should be.
The everyone needs to be spamming special abilities design philosophy needs to die in a fire.
5E fighters are in a much better spot than 2E or 3E ones.
This is a turn-based table top port, every character gets micromanaged by design.
Not at all. That was not a thing in table-top. That started in video games and started happening because of the influence of video games. Because video game designers find it easier to to create tactics designed around everyone spamming special abilities rather than well designed fundamental mechanics of the system (such as positioning, the balance between various statistics, equipment, etc...). And it happened not because, "people are bored just playing fighters." It happened because a lot of developers are bad and lazy and couldn't design fun systems. So they just had everyone spam special abilities and used that as an excuse for why.
I say this as someone who spent several years DMing 3rd edition as well as running other systems for longer than that and whose favorite type of character to play when I am playing is fighter types. There is plenty to do without having to be able to use butt-blast-charge attack twice per rest, and it is enjoyable to see your equipment choices and character build choices pay off when your guy attacks and defends well using the fundamental mechanics of the game. When they are well designed.
Aside from the retardation of combat being everyone spamming special abilities, it's biggest sin is that it causes designers to design the tactics around the idea of everyone getting special attacks rather than really making sure the fundamental mechanics of movement and attack, and the various character and equipment attributes that affect that, work really well.
So it causes really fucking lazy design from developers. Which is why so many developers love it, because they are lazy and can't design good systems. But they can create a bunch of special abilities like Pole-Dance-Frenzy-Kick.
But the act of building your character, equipping your character, how you move, who you attack, and how you attack (not talking about special abilities, here, but stuff like using different weapons or stuff like grappling/shoving) should themselves be meaningful and fun choices. If special abilities are truly special, limited, and built on top of that foundation, that can be an extra cherry on top.
But if you just give everyone special abilities because the fundamental mechanics of combat in your system are boring and shit, that is bad. And very very lazy.
And if a good designer buys into the excuse that "combat is boring if you don't spam special abilties," then that good designer will waste his abilties designing systems where all the tactics are based around everyone constantly spamming special abilities rather than first focusing on making sure the fundementals of combat are actually well designed, fun, and polished.