That "video game-y" magic is mostly a Wizards of the Coast development (about the time D&D started taking a page from "regular" video game RPGs and then full-on MMORPGS); in TSR D&D, magic was pretty much the domain of the mages and priests instead of something sprinkled onto every class in varying amounts. There was none of that "ignore spell components" rubbish designed to give players an easier time by obviating the need to obtain specific consumable resources. A "Concentrate" Skill (or similar mechanic) able to be improved as character levels grew did not exist; exceptions aside, if you got hit while spellcasting, you lost the spell...so you don't get hit. Certain spells weren't as efficient or convenient as later versions (e.g., Identify). Spell durations - overall - were longer; in this respect, spells were more evocative of enduring enchantments from the fairy tales instead of overly "balanced" video game powers that are ephemeral by comparison (c.f. 1e Charm Person to 5e Charm Person). There was no "Warlock" firing off mojo like confetti or blast-happy Sorcerers. Magical items were rare and you couldn't buy them from a shop like nowadays (barring the least potent of restorative potions, maybe).
Anyhow, if a DM wants to run a Fighter-only campaign in D&D, he has to account for many things (not the least of which is monsters effectively immune to weapon damage/susceptible to magic) lest they court disaster.