I guess this raises the question of what folks mean by “feel.” To me, if it doesn’t play different, it doesn’t feel different. Sure, the Cavalier (for example) has the aesthetics of a defender - you read it, you see a handful of abilities that seem like they’d be something a character who defends their allies would do. But in actual play, you have mostly the same decision points and take mostly the same actions as any other fighter.
In contrast, an attack that does 2[W] damage and shoves the target 5 feet might not look that different from an attack that does 2[W] damage and lets the attacker shift 5 feet (just random examples off the top of my head), but in practice they feel different to me because they’re useful in very different situations and affect how the encounter proceeds in very different ways.