I've played in games that don't allow multiclassing, but never games that don't allow feats. Go figure.
My point was that the stated reason that some players don't want feats to be allowed in their game (for anyone not just those players who'd rather have the ASI) is because the very existence of feats means that those who didn't choose that feat are not allowed to do the things that feat lets you do
...as I explained, a lot of very experienced DMs also don't allow them, and several have explained why.
I imagine this is what the designers meant when they referred to the "dials" in the playtest - tune them to get the right feel for your campaign. Including feats in every campaign and one-shot I run doesn't make a lot of sense to me, just like putting encumbrance and resting variants for every campaign would be odd. These optional rules won't always fit the aesthetic and difficulty I'm going for.
For those including feats in every campaign and one-shot you run, what is this doing to help achieve your desired aesthetic? I believe it's worth thinking about, even if you don't ultimately change your position.
First, the desired aesthetic I'm going for is I want to make my PC my way, and let other people make their PCs their way. If I think that the Actor feat or the Defensive Duellist feat sums up my PC very well, and lets the game action closely approximate the way I envision my PC working, because the feat mechanics map well to the fluff, why would another player care whether or not I choose the Actor feat instead of +2 Cha? And if they did, why should what they want trump what I want when it comes to my PC? Would they be okay with me telling them that they cannot choose fireball and they have to take haste?
Second, this doesn't interfere with your campaign idea of associating certain feats with membership in certain organisations; you don't need to blanket ban all feats to get the desired effect, you just need to identify some feats (desirable ones!) and limit only those feats, while leaving the broad mass of feats available.
This will still leave membership in organisations desirable, while still allowing feats generally. It will also make players more likely to choose ASIs rather than feats until they gain membership of the organisation that gets them the feat they want. It's no extra work for the DM because the DM has already decided which feats go with which organisation anyway.
I might have missed it, but is anyone arguing that they don't want some OTHER guy or gal at the table to take a feat? Because that is just weak. Mind your own business, I say.
You missed it. They are saying that "the players took a vote and decided that no-one can take feats", and the DM banned feats on that basis.
The other players' stated reason was that "feats make characters less unique" (I kid you not!), reasoning that me taking +2 Cha makes my bard 'more unique' than taking a feat of my own choice(!).
I suppose that's okay if the players all agreed ahead of time to make game decisions that way. If the DM didn't care, I don't see any good reason to vote against them.
I guess it depends on one's definition of "unique."
Just like any decision about what to choose when levelling up, it isn't a democracy where other people vote what class features you must choose for your PC. Each person makes their own decision for their own PC.
Player: Cool, I've just hit 2nd level as a ranger, and I can choose a fighting style. I'll choose....Two-Weapon Fighting!
The Other Players: No. We had a vote and decided unanimously that you have to choose the Archery style instead.
Player: WTF?
DM: Fair's fair, it was a free vote. You have to go with the majority on this one.
Player: NO! No I don't! It's none of their business! The choice is mine to make!
Words have meanings. Sometimes a word may have more than one valid meaning. But that doesn't mean that any word has any meaning you want it to and that counts as valid!
Remember the crowd scene in The Life of Brian?
Brian: You're all different!
Crowd: Yes! We're all different!
Beggar: I'm not.
First, 'unique' means one-of-a-kind. How you can be more one-of-a-kind or less one-of-a-kind is a strange concept(!).
Second, saying that taking a feat is 'less unique' than taking a generic +2 to a stat, indeed the whole idea of taking away choices (feat OR +2 stat bonus) and leaving them only with the choice of where to put the +2, isn't making characters more variable, it makes them much more likely to be the same as anyone else of that class.
That particular reason for denying feats is just wrong in so many ways. There may be other reasons to ban feats that aren't so blatantly wrong as this reason.