A creature has to succeed on a saving throw to avoid the effect (PHB p. 223).
The target must succeed on a Wisdom saving throw or follow the command [...]
As your enemies grow in power, so do you. The saving throw is calculated as:
Spell save DC = 8 + your proficient + your modifier
The modifier depends on your class. If you are a sorcerer, it is the modifier as shown for your Charisma.
So if you are a level 17+ character, you are not unlikely to have a Saving DC of about:
8 + 6 + 4 = 18
If you have a way to increase your Charisma up to 30 (unlikely, though) then you would get:
8 + 6 + 10 = 24
In other words, the odds remain about the same when you are at lower or higher level. However, the Command spell will be strong against henchmen of a powerful foe since those guys are likely of a lesser level. Something to keep in mind... Especially if you use a higher level spell slot and command several monsters simultaneously.
Some powerful creatures have very high Wisdom and will succeed more often. But really, most monsters don't have such a great Wisdom to start with.
However, you are certainly more likely to encounter creatures that are not affected by enchantment spells or have some resistance to magic allowing them to better resist your spells in general.
Best Answer
Only if it can be used while still being the fastest option
Usually, the fastest available means will be via the dash action. But this may differ depending on type of creature and/or class.
If the fastest way for that particular creature indeed includes using the disengage action (see goblin example below), then they are able to do so.
In the much more likely case of another method being the faster option, they must do that instead.
Examples
A goblin has an ability that allows them to disengage (only) as a bonus action so they would be able to both disengage and dash, for example. In this case, there is no way the goblin can go faster so using the disengage (bonus) action would be wholly within the rules. (thanks @András)
A rogue can disengage as a bonus action as well but, since they can also use that bonus action to dash, dashing twice (action+bonus action) would be the fastest option. So a rogue would not be able to use disengage.
Sidenote: OA aren't relevant in determining flee path
Command also says:
Jeremy Crawford has ruled that:
So, OA should not be a consideration for the creature in adhering to the effects of the spell.