I'm a big fan of player choice. I never did 3d6 roll in order for stats, I ignored prereqs in 1e and 2e, and I ignored level limits when I wanted. I'm cool with custom builds, and I think of just about every rule in the book as optional. That's probably why I don't care about the prerequisites. They're handy if I want them, and simple to ignore if I don't. I also don't expect them to make it into the final ruleset as written.
The arguments against them are interesting. It's hard to know what to expect if the prerequisites are an optional rule, though. If you're arguing against them on the grounds of player choice, what are you going to do if your DM decides to implement them?
If I DM choses to implement them ,then it is either one or two things:
The group's playstyle already requires them, so no big deal here
The DM is upfront with them, which is an opportunity for dialog, and it helps set up the expectations of the players
On any case it will only pop up in the tables that want it or need it, the whole versatility of the system isn't compromised for a corner case, meanwhile the rest of the tables were this shouldn't be an issue are unaffected, unlike having to resort to Mother-may-I every single game on every single table when it makes more sense to listen to what is happening in-game. why burden reasonable DM's who don't fell right changing/removing the rules or don't fell like it yet?
Because you needed to reduce all your stats to the minimum to meet a class requirement, and needed to use a race which the designer already has admitted will be changed to remove those ability boosts in the final version?
I mean come on, you are saying you see no difference between those stats and typical stats, no cost at all in it?
It beats me, I don't have the slightest idea what "typical" means in this one. I just placed the stats for maximum multiclassing, but if by "typical" you mean "min-maxed" you beat me, I'm not good optimizing, I wouldn't know how to do it, I just place scores in the order they make more sense to me from the point of view of what I picture my character as. Having said that, my best effort gives out this:
Str 12 Dex 14 Con 14 Int 8 Wis 16 Cha 8, Pick a race with a Str bonus
If you start rogue (4 skills and expertise, train perception ,stealth, acrobatics and athletics), you can now go Barbarian (train Con saves) then Druid (train wis saves, two levels until you can wildshape), go Monk (for unarmored defense) now go back to rogue until you get assassination (if oyu feel like it stay another level for a feat), now mix and match as much as you want, poaching from ranger and cleric if you wish too. You can now animal shape into a very high AC hound, who can rage for temp hp, is very good at hiding, can surprise enemies having advantage on the first attack then can disengage and flee again, ending as rogue 8 Druid 4 Barb 4 monk 4 you get five feats/improvements, enough to top Wisdom and Dex. You can then have an insane speed, advantage on dex and con saves, and initiative, 3 rages per day, 3 wildshapes, a few spells, and are trained on lots of skills.
Meanwhile a simple lv 5 rogue assassin with Str 13 Dex 15 Con 10 Int 12 Wis 11 Cha 14 cannot change classes to become a cleric until hitting rogue 10. Yes this sure works as intended.
Or many playstyles will suffer.