it doesn't nerf anything- in pen and paper - alot of the same bonuses that you get for ranged attacks for rogue and ranger - you get for melee also, again - its just d&d - you don't run out of arrows often, but it makes you aware so you thoughtfully attack. This is a turn-based rpg so some of that strategy kind of goes with the territory, unlike a fallout, elder scrolls etc...
If two classes both specialize in a specific weapon and get most of their damage from that weapon and only one of them needs to worry about suddenly not being able to use their weapon in combat then yes, that is a nerf to the guy with a bow.
Also not every DnD group tracks ammo. All the ones I've played we never bothered because tracking each arrow was tedious and we didn't want our bow users to suddenly not be able to use all their feats/fighting style/abilities just because they used their basic attack too many times.
Your comment about adding strategy would make sense of everyone had similar mechanics. Armor degraded. Swords dulled and chipped. But if only one class needs to worry about maintaining their equipment it is an unbalance that adds little actual strategic depth to the overall game. Just busywork.
The way special ammo is handled does add strategic layers, though. Do I want to use my acid arrow now, or save it for later? Or use my fire arrow to set off that oil? Or maybe poison my arrow to do extra damage? Will I need these special, one-off attacks later on? It is a much more compelling choice than "Can I get through the next fight with the arrows I have or should I run back to buy more?"
Spoiler: You should always run back to buy more. It is never a bad idea to run back and buy more.