A Tempest Cleric and a Dragon Sorcerer both take Elemental Affinity (Adept?), and yet they play completely different.
A Death Cleric takes Magic Initiate (Cleric), and plays very differently from the Fighter who did the same.
A two-weapon Ranger takes Dual Wielder, and is different from the dagger-throwing Rogue that does likewise.
The Shield Master stabby Rogue is a different beast from the Shield Master swishy Fighter.
Hell, the Great Weapon Master Battle Master who calculates every attack is different to the Great Weapon Master Barbarian who roars and recklessly charges forth.
I could go on?
I don't say that they don't play differently but they share more in common after taking these feats than they did before. They were more interesting and unique prior to having those feats since they were defined by a more disparate set of abilities. The rogue and swishy fighter were far more different without shield master than they are with it.
That's just part of the issue. The other part is that m/c and feats can also lead to more powerful characters and some marginalized classes. If you are ok with that, go for it. As a DM, I don't have the time or inclination to deal with that problems introduced by these optional rules. Seeing as they take more away from the game than they add to the game, I think it's hilarious folks are getting into the mental gymnastics of getting into a 20+ page thread complete with charts and algebra just to determine if it's OP or useless. In both cases, it's bad. So just get rid of it.