This is a relatively easy fix, so I'm not sure why it hasn't been implemented. In regular DnD, saving throw spells and spells that use attack rolls are relatively balanced in power, up until you get to higher levels where there are very few attack roll spells. The way that Larian has implemented the AC rebalance, that is lowering most enemy's ACs while increasing their health, means that damaging spells that force saving throws are doing far less damage in comparison to spells that use attack rolls. This is pretty easy to fix, either by increasing the damage that spells that force saves do (basically meaning that they are less reliable than in 5e, but still hit hard), or by decreasing the saving throw bonuses that enemies have, similar to what's been done with AC.
Right now it's merely annoying, as most classes still have access to damaging spells that use attack rolls, but when higher levels are added, this will severely imbalance most spell casters, compared to martial classes. A class that's hit particularly hard are Clerics, who in all of 5e, have only 6 spells that utilize attack rolls (in order of increasing levels: guiding bolt, inflict wounds, spiritual weapon, contagion, dispel evil and good, and plane shift (which is probably high enough level that it won't be in the game). Even wizards have a significantly more limited spell selection that won't be hurt by this compared to their other spells, especially looking at particularly fun and iconic spells, even ones like Fireball or Cone of Cold.
I'd really appreciate some sort of official statement from Larian regarding whether this is intended to be fixed at some point or not, given that it's been an issue since the start of early access.