I'm going to channel another user for a moment here.
Having Shove as a Bonus Action for a chance at a disengage is fine and doesn't take away from Disengage as an Action that is guaranteed.
Is it fine though, and doesn't it take away from Disengage? Melee characters already suffer from being unable to hold aggro in 5e. Allowing easy disengage (effectively free if one doesn't have another bonus action to use) devalues tanky martial characters even more. Bonus Action Shove allows characters to both disengage and attack/cast spell in the same turn.
Having Shove as a Bonus Action for a chance to wake a sleeping ally is fine and doesn't take away from Help as an Action that is guaranteed.
Is shove not a 100% chance to wake a sleeping ally?
Having Shove as a Bonus Action that gives a chance to push an enemy off a ledge they are right next to is fine and doesn't take away from Throw as an Action that is guaranteed.
Throw
shouldn't be guaranteed. That'd be way overpowered even without the common instant-death pits in BG3. If you have to make a roll to even hit an enemy with your sword/fists/magic, why shouldn't you have to make one (or more) rolls to physically pick them up and toss them?? Shove being better than Throw isn't saying much...
The real problem behind almost every single one of these posts is extreme frustration at a fight completely turning around on a trivial mechanic that takes a character from 100% to 0% with one roll. That should simply never happen; and not for any "this is DnD and there are supposed to be rules" reason, but because it introduces a "quit moment" into an otherwise excellent game whose success revolves around its ability to entertain. The fact that you can go back and reload and try again isn't the point. The point is that these moments make you NOT WANT TO TRY AGAIN.
And anything that provokes negative emotion that strong that is not extremely limited in scope is terrible design. Period.
Agreed, to the extent that this is a problem (it's not the only/real problem imo). Incredibly strong abilities without large costs (e.g., a high level spell slot or a very expensive consumable) are antithetical to tactical combat.