This is a roleplaying game, not a character making game
Well that’s a false dichotomy if I’ve ever heard one. Making characters is an essential part of a roleplaying game.
The amount of choice in character creation is significant, and even more so with other 3.X games (pathfinder, I'm looking at you. can't comment on 4.X). However, this number is insignificant compared to the number of choices you have to make *in* game. And that's how it should be.
That’s your opinion and you are welcome to it. Personally, I don’t think that’s how it should be.
For some people though, creating a character - especially a clever, highly optimized character with combos of characteristics that aren't always driven by roleplaying consideration but rather raw power (warlock-paladin would be an example) - becomes a mini-game, and in some case *THE* game. The only goal of the actual rpg-ing becomes "proving" that their character design is good, which can lead (not necessarily, but can) to problematic behavior in play.
Absolutely. I’m no fan of the obsessive tinkering and build optimizing of 3e and Pathfinder, which is why I don’t play them. In those games, there are so many decision points, and your options at each of those decision points are so dependent on previous decisions, that you really have to make all of your decisions at character creation to be optimal anyway.
I believe 4e, while it has its own flaws that keep me from going back to it, stuck the right balance of character customization options. You had about one choice to make every level, none of the options depended on your previous choices, and all of the options had a small but not insignificant gameplay impact on the character and how it functioned. Every Fighter felt different than every other fighter because they all had different powers. 5e manages this with the arcane spellcasting classes, since they get to pick new spells every level. But the divine casters who just prepare from the full class list and the non-spellcasting characters don’t have nearly as much to make one play differently from another. Feats help bring some much-needed customizability to those classes, particularly fighter and rogue, since they get more than just one every four levels.
I would suggest that as far as "decision point" tallies go and needing more or fewer of them... Feats do not add more decision points. The add more options at already existing decision points (ASI).
If you’re not using Feats, then your first two ASIs aren’t actually decision points because there’s a “right” choice. Your first two ASIs go into your class’s primary ability score, or else you’re taking a trap option. With Feats, it can actually be a meaningful choice. Do you increase your Dexterity to 18, or do you take Sharpshooter? That is actually a meaningful decision.