There are magical effects (and items) that work quite a bit like a tranditional satchel charge, or bomb.
Lobbing one at most doors you would expect in a fantasy setting would throw them off their hinges in little woody bits, or bits of stony shrapnel.
Most DMs dont like this kind of thinking though, and want to use the door for encounter control purposes. Really creative problem solving for many of these kinds of encounters could totally bork many DM's carefully laid plans.
Take for instance, a setting predicated on sending the group to take care of some local goblin or orc filth that has been causing trouble, at the cave-centered base of operations for said filth. It's a cave. It has at least one opening to the outside, and is an enclosed space. You have some options that are not normally considered, and would be heavily frowned upon by the DM:
A geomancer can cause an earthquake. This will collapse the cave, killing all the goblin/orc filth inside. At the very least, will collapse the opening, trapping them inside, and side-stepping the entire fun-ride the DM had planned.
https://www.dandwiki.com/wiki/Geomancy_(5e_Archetype) (level 8 spell)
An alchemist can create a powerful deadly vapors based approach, and gas the entire cave complex from the door. (In order for the cave to NOT suffocate the orc filth inside, there MUST be a draft-- so just having really noxious vapors wafting through and waiting at the door will either result in the orcs barrelling out to escape the gas, or their being gassed inside the cave. If they barrel out, they are restricted by the opening, allowing mass kills.)
Failing that, a hydromancer could simply flood the cave, and drown them all inside.
If the DM wants to say "you cant do that, the rooms are watertight", that leaves the question-- how do the inhabitants not asphyxiate?
Creative problem solving can be a DM's nightmare, which is why some DMs will nerf plans like that. Others will permit them, then exact vengance for derailing the script later.