I guess I'm in the camp of not seeing a problem.
One has always been able to remove rules subsystems. Removing particular rules, spells, or abilities, or even making certain classes unavailable or heavily restricted is all within the purview of a DM or gaming group.
Convincing a gaming group that a particular house rule is worthwhile can be an issue, but that's a different issue.
Not liking a particular option to the point that one would rather the game designers had not included it, that is a different issue, too. The issue is valid (perhaps depending on the particulars of the objection), but not a reason to displace to demanding an explicit alternate rule.
A question which seems to present itself is whether the design has enough tuning points: What are the typical decision points for different groups, and what are the usual alternatives. Then, the question is whether the game has built in enough of these tuning points; the goal being to provide flexibility to different gaming groups.
I'm thinking we'll need to wait for the DMG before we can answer that. The basic rules will be a snapshot of the most common options, including perhaps some simplifications, and see certainly to to avoid too many alternate features, entirely to make the basic game most accessible.
Thx!
TomB