I can't speak to the main complaints. My complaint about Bastions was something which didn't seem to bother too many other posters, probably because it was a problem I had with the narrative, not the mechanics:
The Bastion system uses game mechanics which, to me, seem disassociated from the names the designers have assigned to them. For example, the word "Pub" is now codified to mean a particular special facility with very specific, narrowly-defined rules. Those rules reflect the designers' narrative about the role pubs play in the world, but they provide almost no flexibility.
The new background rules do the same thing when they attach a limited selection of ability scores to each background. The word "Farmer" now means someone who farms and also gains one of a few specific, narrowly-defined ability score increases as a result of farming. Those rules reflect the designers' narrative about the farming lifestyle, and they provide little room for other narratives.
I understand that some amount of this has to be grandfathered in, since, for example, the word "Fighter" has always referred to a narrowly-defined package of class features. But modern classes tend to be at least somewhat flexible; each of them supports multiple character narratives (through subclasses, for example). To me, Bastions and the new backgrounds feel inflexible, by comparison.