Yes, in that having an unbalanced party will certainly limit your encounter options as a DM; no, in that they are not necessary for a fun campaign.
Helpful for both You and the Players at the Same Time
Having a more balanced party is usually a better choice for the players involved, unless the campaign is heavily themed. The players get more agency because they are capable of a wider variety of things as a group. In addition, you as a GM can give them a larger variety of encounters and other situations to put them in and still feel confident about their ability to succeed, which makes them happier as players because they get different things to do.
But Also Unnecessary Because, Ultimately, You're the GM
I have only read the rulebook of 4e, but from what I've studied, 4e's rules are somewhat more outwardly strict than 5e's. 5e, being an edition that contains elements of all previous editions, has a running motif of intentionally slightly vague rules so that the DM has more room for interpretation -- this is a callback to 2nd edition AD&D, which many fans still believe is the best edition. Many of the "game-y" arbitrations created in 4e, such as class roles, were thus removed, because the extra categorization clashes with the aforementioned design strategy. As such, DMs who have never played 3.5e or earlier may find it somewhat more difficult to come up with good encounters for their players. You will probably need to memorize the important features (their strongest statistics, their supernatural and/or spell-like abilities, etc) of each monster if you want to make good encounters quickly.
Despite all this, you can still easily tailor your encounters towards your party if you know that there are certain things that they just wouldn't be able to deal with, and are thus un-fun brick walls. Or just give them the magic items necessary to win the encounter. Personally, I like to make it a little interesting in this situation by keeping the difficult encounter but offering a way out or alternative solution or two. You will most likely find that players are much more resourceful than you bargained for and that they'll probably end up coming with an alternative solution on their own, provided that they don't charge in uninformed and get themselves killed. Sometimes, the solutions they come up with are much more effective than you expected...
In our current 5e campaign, my group consists of my fighter, and a ranger, rogue and wizard. The wizard is using a homebrew class variant based on the setting where he gets to use CON as his spellcasting stat, but gets a very different spell list (mostly themed around manipulating flesh and life). Effectively, we have very little arcane spellcasting -- a number of the spells he uses are homebrew as well. Other than a few heals that the wizard can throw our way once in a while, our heals are also pretty limited. We've still made it to level 6, but we have almost wiped on a random encounter with a sand worm (It was some sort of reskinned giant worm monster, but I do not know which one). Fortunately it was a wild animal, and thus we were able to drive it off. It's a cool campaign and we're having a lot of fun with it.