There are other reasons a DM might ban a class, rule, or spell, beside their whim or "setting integrity", or game balance."
For example, when I started running 5E, I outright banned warlocks. I had never played in or run a 5E game, but had read the PHB and had plenty of general D&D experience. Everyone else I was running the game for had even less experience with 5E or any edition of D&D. I bounced off the warlock and I didn't want to deal with learning a new class mechanic while a newb might also be trying to figure it out, while I also trying to satisfyingly integrate the idea of an otherworldly patron into the campaign narrative for the first time. So I told everyone to avoid it. (Though, I think if I had had a more experienced player (both with the game and with my DMing style) wanting to try it out for the first time, I would have likely taken that trip with them). Having had time to integrate them with the setting, and spend more time playing in game with them, my Vanity Frankenstein 5E, will include a modified version of the warlock tied more specifically into the setting..
Then again, the current homebrew setting I use bans* one of the game's core species (elves) as PCs, but they still exist in the game world! So my whim still rules supreme!
* though there is a potential elf-related replacement for elves and half-elves (the latter of which simply don't exist).