GX.Sigma
Adventurer
There is, after all, a reason that feats are present as an optional rule rather than as an assumed default.
Kinda. While it technically says "optional" in the PHB, I think the default assumption in most groups (especially of 'advanced' players who've played 3e and/or 4e) is that anything in the PHB is fair game. My players nearly staged a revolt when I pitched a no-feats campaign. It's natural to want some character customization, and it's justified to point out when that system doesn't deliver what it's supposed to.
Also, I don't think that's a useful argument at all. If something is broken, just saying "you don't have to use it if you don't like it" doesn't fix the problem. Maybe I do like feats, but a few overpowered ones are wrecking the whole system. We could argue all night about how imbalanced the relevant feats are, but the fact is that a substantial part of the 'advanced' playerbase looks at GWM compared to, say, Tavern Brawler, and thinks that one is a must-have and the other is a piece of garbage. For them (regardless if they're "right"), it's not a choice. It's a tax. This isn't fun for them. And remember, this is the feat system's target audience.
Additionally, overpowered options can be 'less optional' than you think. Let me explain: If the DM allows the players to take feats (because, why not), some players, even ones who wouldn't normally be interested in feats, will look at GWM and feel like they have to take it, since it's so much more powerful than the ability bump. This isn't fun for them either. This is bad design. We, as DMs who want to run good games, should fix it.
...Which is more about the balance issues of those particular feats than anything, but I believe putting always-powerful effects like GWM and SS in the same silo as situational effects (Actor, Charger, Skilled, etc.) is a recipe for trouble.