iserith
Magic Wordsmith
Your group clearly doesnt put as much emphasis on the combat pillar of play.
The only groups I've really encountered like yours are those on the forums, where you run into hard core roleplayers who want to really escape reality and dive into a new world.
Not everyone plays D&D like that, and combat is a mini game within all that. Many players (like the Sorc guy in my group) only play the game for that pillar, and if that pillar is not living up to their expectations because of design flaws in the game, without house ruling there's no other way out of it.
There's quite a bit of combat in my games and we use the grid. I love combat and so do my players, usually. You can read one of my game transcripts if you like. Or any of the short-form scenarios I've posted.
Your frame of reference is so heavily invested in this idea of "rulings" and "story" and all three pillars of the game, you have a disconnect when it comes to the fact that some people just like combat, big damage numbers, and a more of a board game (or CRPG) experiance with a little more choice and immersion.
I'm invested in the goals of play and using the rules as tools to help the group achieve the goals of play. Like it says in the PHB and DMG. You can certainly play D&D 5e like a boardgame, but I don't think the game was really designed with that in mind. Hence the problems you're seeing. You might have a better time with D&D 4e (a game that I love the hell out of) or D&D 3e.
For those groups having feats that throw the balance way off (and a 40%-200% increase in damage based on various factors is a huge difference) these feats are going to be a problem. Also for DMs who don't have the time, skill, or ability to modify encounters to tackle these feats.
One "mantra" of D&D 5e is bounded accuracy. These feats combined with bless break that matra. That is a design flaw.
I don't think it's a design flaw when some very specific feats and tactics are chosen by players to "break" bounded accuracy.