I know. I mentioned that in the part you deleted from my quote.
Huh. Reading fail on my part. I even went back to your post after reading the above and looked for references to moon druids--couldn't see anything until I did a Ctrl-F "Moon druid" and then I finally saw your last sentence. Fail on my part.
Statistically though you wouldn't expect THAT many Moon Druids. IME about 25% of rolls are noticeably poor, moon druid territory; another 25% or so are roughly competitive with what you'd get out of point buy; and about 50% are slightly or significantly better than what you'd get out of point buy. For example, here's six consecutive rolls from BrockJones
http://www.brockjones.com/dieroller/dice.htm (4d6 drop lowest):
#1: 14, 15, 12, 17, 13, 11
#2: 14, 12, 12, 13, 13, 18
#3: 14, 5, 13, 12, 11, 11
#4: 11, 15, 12, 9, 10, 16
#5: 11, 12, 10, 15, 13, 9
#6: 14, 10, 10, 16, 13, 14
Rolls #1, #2, #4, and #6 are all better than anything you could get with point buy or standard array; rolls #3 and #5 are roughly comparable with point buy. You don't have to turn #3 into a Moon Druid, but you could if you wanted to, and it would be about as much fun as any other Moon Druid in 5E. Or you could turn it into a a multiclassed Fighter/Necromancer, or a Life Cleric/Enchanter X tank*, or a Swashbuckler, perhaps with a dash of Battlemaster. You couldn't really turn #3 or #5 into an effective monk, let alone a monklock or warbearian, but that's the breaks. When you roll dice you're acknowledging that the outcome is at least partly in the hands of the dice--you can play a warbearian some other time.
* For example:
Zahel the Grumpy, Warmaster of Kholin
Str 16 (14+1+1), Dex 11, Con 11, Int 13 (12+1), Wis 13, Cha 5 // variant human, Heavy Armor Master; the extra +1 to Strength is part of HAM
Life Cleric 1, Enchanter 4.
Feats: Heavy Armor Master, Lucky
AC 19 (splint mail + shield), HP 24
Spells: Booming Blade, Shield, Blur, Absorb Elements, Web, Phantasmal Force; Cure Wounds, Shield of Faith
Athletics +6
DC 12 on spells and Hypnotic Pattern (compare to DC 15 for an Int 18 wizard--not that much difference really; you'll see a difference about 1 time in 6)
This guy is perfectly serviceable as a tank or off-healer; has a good melee attack; can grapple and/or Hypnotic Gaze enemies in the front line; even has some crowd control. He's interesting to play, despite having low-ish rolls. You might not want to take him all the way up to 20th level, depending on how much you like investing in underdogs; but I don't think you can deny that Zahel's rolls aren't getting in the way of having a good time on any given day when you do play him.