Bedrockgames
Legend
The problem with this is that when a class is say, 90% good at social and 10% good at combat, or even 0% good at combat, it means that other classes have to make up for it. Those who are good at combat must be more good at it. Certainly a DM could tailor a campaign to a bunch of non-combat classes this is certainly true, but I think that something would be decidedly lacking if there was NO combat, or so little as to have no meaning in such a situation.
Making a class expressly bad at something is terrible design. Making a class more dependent on a group is good design. The goal is a balanced group, but I find groups are more difficult to balance when you have characters that are only good at one thing ever. Which is why a party of utility wizards usually rocks any game, while a party of highly-niche characters requires highly tuned situations in order to make sure they don't TPK.
This sort of thing has never been an issue for me. I am sorry, I agree it is design some people don't like, but I don't think it is bad design ...it is one approach to design and balance and one I think produces a better experience for some gamers , myself included . So if someone is making a game to my demographic it would be good design.