5e rules are lackluster. Having an advantage when you got the high ground isnt exactly rocket science.
Well, I'd like to know, apart from increased range, what advantage does the high-ground give to archers in real life ? Otherwise said, what does this mechanism aim to capture ? I don't see.
I can see it has tactical implications. But rules whose existence is justified solely because they lead to interesting decisions is the trademark of abstract games (Go, Chess, etc). A game like DnD is usually more heavy on delivering immersion and simulation, even if that means the game isn't the finest strategy game.