IMO if you approach things from that standpoint, all magic does the same thing.
Unless you nerf magic down to the utmost minima, which I have done for low magic games, you will run into the same issues.
These issues will cause shifts in behaviors or constructions.
In worlds where magic is high-common then the anti-magic solutions will often be magical, in worlds with high magic threat but it's not common, the solutions will be non magical.
Like. . .
All movement spells make really simple things like walls, gates and bridges a non issue.
All teleportation/leaving spells make gates and fences a non issue.
All object movement/telekinisis spells make museams and treasuries vulerable.
All Charm/Domination spells make it far harder to secure a location with personel.
All Distance death spells make it harder to guard a person.
As a result of all of the above, if magic were really a big problem, people would either have magical defenses in place, or normal mechanisms that block the method from working.
DTT is not a low level spell, it's a high level spell, available to only pure casters in standard rules. . . .the level of absurdity you can get up to with DTT is not really all that far off of the absurdity you can get up to with other spells of equivalent level. . .
I think you're mixing up two very different things: setting desing and game design.
No, not in rpgs at least. Maybe in real life, but in rpgs nothing will never do nothing by itself. The GM or the players may regulate the game world, but the game world by itself cannot do nothing, because it doesn't exists outside the shared imaginary space created by the players.
What you're missing here is that, given a set of rules, a GM can regulate how things works in his setting. He can decide if using magic is moral or immoral, if people will use special precautions when murdering other people etc... Sure, no arguing on this.
OTOH, on the game design level, it's a gamedesigner job to make the GM's life easier, at least IMHO.
Death's Tale True is not built with this concept in mind, because it forces the GM to find specific setting-related ways to prevent it's use.
This seems kind of a strange way of looking at things. . . .if in a gameworld where flight is common, architects put bars in the windows all the way to the top floor, instead of stopping at the 2nd floor, is that the GM going way out of their way to create a mechanism to avoid the Fly spell from being too powerful? I think that's just the GM putting the bare minimum thinking into realistic non magical responses to common magics.
When the bare minimum simple non magical fix to Death's Tale True is to destroy the body or dump it where it cannot be found. . . .which is already something many killers normally do. . .I don't see that being some absurd thing the GM is imposing into play either.
All magic alters reality. . .but to the PCs and NPCs in the game, that magic IS their reality, so their normal behaviors would be modified to suit their reality.
We could do this all day long really. . .take spell law, open it to any random spread of two pages in the spell listings. . .if you can't come up with at least 10 major ways the spells on those two pages could radically affect standard plot motifs as compared to a game that doesn't have magic, then you need to try harder.
I don't see this as a game design flaw, I see this as being the direct result of putting unreality into a context where you need to resolve it in something resembling reality. . .magic will radically change the way things work in generall, and high level magic will do so in a more spectacular manner.