If percentages only worked so plainly at the game table.
It is not enough to sell a product to a group of people.
The people that buy the product have to turn around and sell it to their friends.
This is one of the reasons that I still play 3.5/PF. I played and enjoyed 4e along with one of my friends but the others that I normally game with did not adjust to the change.
Now, of the people that I game with they range in how obstinate they are to change and new things.
For example when I GM, I generally will not allow Psionics in my fantasy. I've played as a player doing Psionics in games like Dark Sun but I generally don't want it when I GM.
My choice kills that option for the rest at my table.
Another two people in the group refuse to play anything that smacks of Sci-fi (including Star Wars and other such types) but will play Spelljammer.
That choice is declared and you either accept it or you may lose that person as a player for the group and often at my age (30 to 40) players come in pairs.
If you have a 10 or 20% rejection of the project then the final impact can be much higher in the overall adoption of the project.
This is why, I've seen WotC working hard on giving 'options' rather than dictating a specific form and style of play and choice.
That works for me and I think that at-will, especially with the aim at more colourful spells with multiple uses, as being the better option.
For example, I think there was a cantrip called 'Fling' which essentially tossed a small item. You can use it for things like tossing a grapple hook between spots, passing a message tied to a rock, tossing an item that is required to another player (like a potion), or it could be for tossing an item like a dagger or rock at an opponent. Change the rock or dagger for a flask of oil with another cantrip like Mage Hand for holding a torch and you've got nice crutch fire dispersion device.