Removing options that are actually hidden traps is positive advancement, IMO. Your viewpoint on this is probably going to be colored by who you game with - if your group is all people who like reading game rulebooks in their free time, putting those hidden traps into the game is fine (note: such people are not the norm). As someone who games with a few low-information players who just want to sit down at the table once a week and have fun roleplaying & killing stuff, the myriad of actively harmful 3e character options is a minefield and a headache.
My main game group largely consists of relatively experienced gamers who are married with kids. One guy has ADHD. At least one is a casual gamer. Most don't have time to kick back in a wing-back by the fire with an RPG book and a glass of sherry.
Me? I'm the guy who has been playing since '77, and could (at one time) design a HERO PC without the books. (I haven't tried that in a while...)
For me, having more options is ALWAYS good, even if some are sub-optimal. Every option gives me something- some combo I haven't explored, a new kind of PC I haven't played, a character with a new set of motivations- suboptimal or not. (And yes, I routinely do a 20 level extrapolation on each 3.X PC to ensure he or she goes where he's supposed to.)
So what if my PC is mechanically suboptimal? As long as the PC makes sense to himself- is true to his own internal logic- its all good.
Your "hidden traps" are my pathways to roleplay treasure.
I'm not looking to adventure with a bunch of supertweeked turbocharged PCs, I'm looking to adventure with a bunch of unique and interesting individuals. If someone is having trouble designing a PC, I help them out. If someone is working in a suboptimal direction (and doesn't know it), I inform them of this and point out other options to them.
I don't design anyone's PC for them...and 3Ed recognizes that adults should be able to make their own PC design decisions. But 4Ed doesn't trust gamers the same way 3Ed did.