People will stop calling certain choices traps when certain choices stop being, well, traps. We can all sing kumbaya and pretend that all character choices are equal, but it's just a fact that some character choices are more equal than others. It's not because game designers are malicious, it's because they're human and they make mistakes. No system is perfect.
Most players don't want to suck. A new player might pick an animal companion because they like the concept, only to find out their character can't hold their own like the giant-slaying Ranger in the party. That would be unfortunate, because it might discourage them from ever choosing an animal companion again, or even from playing D&D again. It would be preferable if animal companions were equal to all the cool stuff solo Rangers get. It's possible they are now, since they've changed a number of other things.
I'll try to state this as clearly as I feel I possibly can, because it seems I'm not being clear:
my objection is not with the argument you are making but with the manner in which you chose to make it.
I have not nor would I ever argue that every character option is equal. I don't entirely believe they should be, but I'd also never argue that balance isn't a worthy design goal. My only objections are with your use of the phrase "newbie traps." Well, "traps" in general, the "newbie" just places front and center the idea that your judgment is reserved just as much for them (if not more, they're the ones being singled out, after all) for choosing the option as it is for the designers who designed it in the first place. It is exclusionary, whether you intended it to be or not.
Most players want to have fun. For some that includes exhibiting mastery over the system (or "not sucking", which I would argue is a more judgmental and exclusionary way of phrasing it). But it is not the only way to have fun with the game. There are many other ways. Some of my funnest experiences with D&D were had playing my objectively least optimal PCs. By conflating "not sucking" with "having fun" (or "sub-optimal choices" with "sucking", for that matter) and by demeaning new players for falling into "traps", you paint the (very, very false) picture of D&D as a game is only fun if can exhibit system mastery over it. And when players who don't care about system mastery begin to believe it, THAT is when they quit for good. I've seen too many new players quit for exactly this reason.
I'm not even saying that's what you're intending to say, but it is absolutely the message you (and everyone who has helped make exclusionary, demeaning hyperbole like "traps" such a pervasive charop trope) are conveying. And if that isn't the message you're intending to convey, you should take more care in the manner in which you craft your arguments.
By all means debate optimization, balance and design decisions. Just do it in a manner that doesn't belittle or drive away new players.
If you're interested in the different ways different players have fun with D&D, here's one fairly well-presented (though by no means definitive) take on the subject:
http://angrydm.com/2014/01/gaming-for-fun-part-1-eight-kinds-of-fun/