Three things:
1) Without feats, you can't add +10 to damage.
1d12+5 is significantly better than 1d6+5 in a way that 1d12+15 is not compared to 1d6+15.
2) Without feats, you can't get rid of disadvantage when you try to do archery adjacent to a monster. Being forced to switch weapons or (worse) taking an OA to step out of reach is a definite drawback to the ranged build.
3) Without feats, you can't gain what's effectively a supercharged version of dualwielding as a ranged character. (Meaning that Crossbow Expert allows you to use your bonus action to shoot one more time, adding your full Dex to damage, something you'd otherwise need two-weapon fighting style to pull off). Not being given a reliable way to convert your bonus action into more damage is a definite drawback.
Taking these three things into account I'd say that without feats, pretty much the entire complaint goes away, at least from where I see it.
Yeah, I think this is generally accurate.
More specifically:
With Sharpshooter, the +2 bonus to attack from Archery Style is this amazing mitigating factor that means your +10 damage lands more often, and you have the best attack bonus in the game. And hitting a guy with an arrow at 500 paces is, fundamentally, easier than hitting a guy with a big stick who is standing right next to you.
Without Sharpshooter, the +2 bonus to attack from Archery Style is something very different. It is
a low-rent version of almost all of the archery feat abilities combined.
Enemy has cover, or is in melee with an ally between you? That means they get +2 or +5 AC. Good thing I get that +2 to hit, that mitigates it a lot!
Enemy at long range or in melee with you? Shucks, this disadvantage sucks, but at least my overall bonus to hit is better than anyone else, so that mitigates it a little.
It's only at short range against an enemy out in the open that the +2 to hit actually translates into
better accuracy than melee.
Which is appropriate. In melee, the enemy combatant is wiggling around and trying to parry with his weapon and such. But that doesn't do much when they're out in the open in optimal firing range of an archer. It's a situation where it's totally plausible that an archer is going to have an easier time landing a telling blow.
The +2 to hit from archery style makes total sense to me, in a world without the sharpshooter feat. But with the sharpshooter feat, it's not just overpowered... it also really strains my credulity. I don't get what sort of reality it's supposed to be (even loosely) modeling anymore.
It's sad that feats are as unbalancing as they are, since they're also really cool and fun a lot of times. So far, in my 5e games, my latest solution has been to incorporate feats into the game as something more akin to the "boons" of the DMG: special benefits granted for in-game activities, such as a consequence of special training, magical abilities, etc.
It's worked well so far, for me and my players.