The TSR editions had some spells-items-etc. that could override environmental challenges but you had to either have the right class(es) of character in the group or have the right magic item(s) on hand. Without those, even the highest-level parties could get lost in a forest or freeze in the arctic or end up becalmed and starving at sea...or catch a cold and feel lousy for a while.
WotC took this "let's ignore environmental challenges" idea and dialled it up considerably....
....as you very neatly point out here. Now, even the lowest-level parties have relatively easy access to environment-negating spells and effects; and while some might like that they went this direction, I do not.
Most of the 3e to 5e negating magic is based on stuff that was there in 1e.
Create Water (Alteration) Reversible
Level: 1 Components: V, S, M
Range: 1” Casting Time: 1 round
Duration: Permanent Saving Throw: None
Area of Effect: Up to 27 cubic feet
Explanation/Description: When the cleric casts a create water spell, four gallons
of water are generated for every level of experience of the caster, i.e. a 2nd level
cleric creates eight gallons of water, a 3rd level twelve gallons, a 4th level sixteen
gallons, etc. The water is clean and drinkable (it is just like rain water). Reversing
the spell, destroy water, obliterates without trace (such as vapor, mist, fog or
steam) a like quantity of water. Created water will last until normally used or
evaporated, spilled, etc. Water can be created or destroyed in an area as small
as will actually contain the liquid or in an area as large as 27 cubic feet (one
cubic yard). The spell requires at least a drop of water to create, or a pinch of
dust to destroy, water. Note that water cannot be created within a living thing.
Continual Light (Alteration)
Level: 2 Components: V, S
Range: 6” Casting Time: 2 segments
Duration: Permanent Saving Throw: None
Area of Effect: 6” radius globe
Explanation/Description: This spell is the same as the third level cleric spell
continual light (q.v.), except that the range is only 6”, not 12”, and it cannot be
reversed by the caster.
Create Food & Water (Alteration)
Level: 3 Components: V, S
Range: 1” Casting Time: 1 turn
Duration: Permanent Saving Throw: None
Area of Effect: 1 cubic foot/level
Explanation/Description: When this spell is cast, the cleric causes food and/or
water to appear. The food thus created is highly nourishing, and each cubic
foot of the material will sustain three human-sized creatures or one horse-sized
creature for a full day. For each level of experience the cleric has attained, 1
cubic foot of food and/or water is created by the spell, i.e. 2 cubic feet of food
are created by a 2nd level cleric, 3 by a 3rd, 4 by a 4th, and so on; or the 2nd
level cleric could create 1 cubic foot of food and 1 cubic foot of water, etc.
Leomund’s Tiny Hut (Alteration)
Level: 3 Components: V, S, M
Range: 0 Casting Time: 3 segments
Duration: 6 turns/level Saving Throw: None
Area of Effect: 10’ diameter sphere
Explanation/Description: When this spell is cast, the magic-user causes an
opaque sphere of force to come into being around his or her person, half of
the sphere projecting above the ground or floor surface, the lower
hemisphere passing through the surface. This field causes the interior of the
sphere to maintain at 70° F. temperature in cold to 0° F., and heat up to
105° F. Cold below 0° lowers inside temperature on a 1° for 1° basis, heat
above 105° raises the inside temperature likewise. The tiny hut will withstand
winds up to 50 m.p.h. without being harmed, but wind force greater than
that will destroy it. The interior of the tiny hut is a hemisphere, and the spell
caster can illuminate it dimly upon command, or extinguish the light as
desired. Note that although the force field is opaque from positions outside,
it is transparent from within. In no way will Leomund’s tiny hut provide
protection from missiles, weapons, spells, and the like. Up to 6 other man-sized
creatures can fit into the field with its creator, and these others can
freely pass in and out of the tiny hut without harming it, but if the spell caster
removes himself from it, the spell will dissipate. The material component for
this spell is a small crystal bead which will shatter when spell duration
expires or the hut is otherwise dispelled.
Endure Cold I Endure Heat (Alteration) Reversible
Level: 7 Components: V, S
Range: Touch
Duration: 9 turns/level
Area of Effect: One creature
Casting Time: 1 round
Saving Throw: None
ExplanationlDescription: The recipient of this spell is provided with
protection from normal extremes of cold or heat (depending on which
application is used). He or she can stand unclothed in temperatures
as low as -3O° F. or as high as 130° F. (depending on application) with
no ill effect. A temperature extreme beyond either of those limits will
cause 1 hit point of exposure damage per hour for every degree
above or below those limits. (Without the benefit of protection such as
this, exposure damage is 1 hit point per turn for each degree of temperature.)
The spell will last for the prescribed duration, or until the recipient
is affected by any form of magical cold (including white dragon
breath) or magical heat. The cancellation of the spell will occur regardless
of which application was used and regardless of which type
of magical effect hits the character (e.g., endure cold will be cancelled
by magical heat or fire as well as by magical cold). The recipient of the
spell will not suffer damage from the magical heat or cold during the
round in which the spell is broken, but will be vulnerable to all such attacks
starting on the following round. The spell will be cancelled instantly
if either resist fire or resist cold is cast upon the recipient.