As someone pointed out in a comment up above, D&D is inherently high magic. Virtually all of the official D&D game settings are high fantasy/high magic, with the exception of maybe Dark Sun, but Dark Sun hasn't been ported to 5e yet.
I recommend you either homebrew your own setting and impose limitation on magic, or alternatively, find a game system and setting that more suits your needs.
These aren't D&D 5e game setting, but completely different game systems which may provide more of what you're looking for. If you're just going to completely overhaul the D&D magic system and rewrite all the magic classes in the game, maybe you should ask yourself why you're thinking about using D&D 5e in the first place.
Try The Burning Wheel, the game assumes no magic from the start, and if you want magic, you can add it on, and have as much or as little as possible. There are many different types of magic system in the game as well.
Alternately, try FATE, again here magic is an add-on to the basic setting, you can have as little or as much magic as you want.
If you're set on running a D&D 5e campaign, be prepared to do a lot of work up-front to limit the magic in your setting. You'll have to modify most races and classes, or ban them outright. You'll have to put a blanket ban on magic levels, such as keeping wizards to 3rd level spells and below, which will make the magic using classes unattractive to play since their progression will be nerfed, so you'll need to come up with rules to take that into account if you don't go the route of banning them completely.