since dashing into melee is possible in a single turn?
It is, but its not possible to dash and attack at once, since it both costs Action.
That would still mean one safe turn ...
Action surge, cunning action dash, double cunning action dash potentially, and eventually we'll probably have multiclass fighter-rogues with cunning dashes and action surges. Dash and attack is very possible. Or dash and push, as it happens.
Also, it doesn't really matter if the dash is followed by an attack or not, because simply having some darn melee thing standing right next to your ranged character forces you to respond to that, which means the ranged character isn't using its optimal action on the optimal target.
Fundamentally, having maybe a single turn to shoot an enemy, particularly if we take away the high ground advantage, is just not enough to justify how squishy ranged characters are in melee. Do consider that 5E PHB contains the Eldricht Spear invocation for warlocks that gives Eldricth Blast a 300 foot range (~90 meters) rather than standard 120 foot range (~36 meters). Longbows have a normal range of 150 feet and a long range (attack with disadvantage) of 600 feet. Heavy crossbows are 100 / 400.
Can't say I've followed the conversation much up to this point, but I can say one thing in particular is that I doubt you'll ever see some of the crazy ranged options like hundreds upon hundreds of feet like you can in tabletop setups here in BG3, let alone just about any CRPG for that matter. Even without that, given something like height advantage, ranged characters do typically come out pretty much on top very frequently, even more so given how safe it can be to just use said height advantages in combination with stealth, and you get an endless routine just stealth sniping on a rouge, or possibly even warlock if you want the added bonus of occasionally knocking someone into a pit of death. Granted, I know many people here want height advantage to be all but removed, but I don't see ranged characters really being all that weak at all in the current game unless you outright ignore several mechanics inherent in the game itself, and try to play it like a standard DnD game, which is just denial of its current mechanics more than anything if I'm being honest.
Granted, this is mostly coming from a playthrough, and first time through the game at that, where I played a mix of a ranger and Astarion for my primary damage dealers, with Gale mostly providing support, and Shadowheart for healing, so I COULD be biased just from that experience alone, plus having played stuff like Divinity in the past. Of course, having done another playthrough since on patch 5, Battlemaster is insanely strong with the sheer damage it can quickly out put, as can rogue given the right circumstances up close (even pretty much capable of completely destroying the Githyanki patrol in one turn with a lot of buffing/setup), so its pretty unrealistic for me to say that melee ISN'T insanely powerful currently, because it really is, though Battlemaster being strong at lower levels isn't much of a shocker honestly.
A bit of an aside and to touch on the issue at hand though, I do hope they look at height advantages in the game currently as it stands, and at least retweak the numbers on it if nothing else, as it really is just insanely strong given how much of an advantage it can give you, ESPECIALLY if you combine it with constantly dipping in and out of stealth. I do think its fair to at least give it a small buff of some kind, especially given the lack of a cover system to take the place of advantage/disadvantage in that sense. Maybe just keep the increased range from up high, or maybe just revert the height advantage to a smaller percentage so it doesn't completely invalidate what is currently there, while also giving ranged characters on the ground a decent shot at landing a hit. Though, I do think it should probably be completely removed in the case of spellcasters minus the increased range at higher heights, as that just feels right in a sense I guess you could say.
All in all though, I guess it really depends on the style of play, but with actions like pin down, plus rangers having both hunters mark and colossus slayer, and rogues being able to near infinitely kite and hide away from enemies with cunning actions and stealth, ranged seems pretty damned strong overall. I do plan to give a ranged fighter a try at some point too, just to see how well it can work really, though I do have some pretty big doubts on that one without added bonuses like sneak attack/colossus slayer. Realistically though, I'm just glad that for once Ranger actually feels pretty damned decent in a D&D anything, though with how good they can be in both melee and ranged currently I think its a bit skewed for them to be a little too strong realistically.
That said, shove should most definitely be made a Action instead of a bonus action, I get they probably want to make things feel more actiony every turn, as well as allow for some really crazy shenanigans given the way they make things, but being able to dash, and potentially even free action dash/cunning action dash into a shove that could potentially outright kill an enemy before it can do much of anything does seem PRETTY imbalanced in my opinion, though I do suppose there is at least the caveat that you have to have a pretty decent Strength to actually pull it off reliably, somewhat lessening the problem for rogues. Though, even in the case of making it an action, you'll still likely get people just taking misty step more often to place themselves behind enemies and shove them with their main action, or even just circumvent things the other way and use thorn whip to bring down enemies from up high for some pretty hefty damage in itself.