Your group is an outlier and it is a mistake to generalise from there to the wider D&D community.
How about you show where
anything I ever wrote in this thread indicated I was generalizing to the "wider D&D community."?
So given that it's massively popular among the current player base do you still think it should be removed from the game to suit your table?
Again, when did I ever even suggest that?
If you are referring to this:
Frankly, I would rather just remove both Warlocks and Sorcerers from the game, but they work well as the subclasses of Clerics and Wizards, so that is a happy compromise.
that was in reference to my game that I run, which is why I made them subclasses as a compromise: to keep them "in the game" for players who want those features."
Maybe you should stop taking what I am saying about my own experiences and opinions and implicating I am stating that is the way it should be for the "wider D&D community."
Besides, we know D&D Beyond doesn't represent the "wider D&D community" (which FWIW include us players who have been playing for more than 15 years...) and many of those stats are players just making PCs that never even get played. To say "it is the best data we have" or something like that is a poor excuse. Bad data proves nothing. I mean, your data doesn't even include Artificer... (which FYI is fine with me, I don't allow them in my games in any way, shape, or form.

).
Once again I'd point out that your group is an outlier. Warlocks were in the 4e PHB - and are widely considered the most 4e class in 5e. And I can well believe that "experienced players" (meaning players who were playing before 2008 and who didn't like 4e) dislike it because the Warlock works significantly differently to other classes.
LOL I never said it wasn't an outlier, did I???
So, people who played (and liked) 4E probably like the Warlock because of its similarity in 5E, as you say. None of the people I play with played 4E to my knowledge--at least no one ever mentioned it if they have.
It's a short rest class with set "magical" features (invocations), big deal. Many classes have short rest features. I find the patrons very
meh and have worked with
@Undrave in helping them develop two (more interesting IMO) subclasses.
I like to think my players don't reject a class simply because it "works significantly differently to other classes", I know I don't. Now, I will reject a class I find (again, personally) inferior to others...