Again, only if you buy them. Does their very existence bother you if you don't buy them?
I assume there are many things in the world you haven't bought? Do they all bother you?
But, to go back a step. Assuming the existence of these books bothers you for one of more of ye above reasons, is the solution to cease production?
If you don't buy them, you hamstring yourself for getting players, a lot of whom will want to use the material in newly-released books (the few that are not intimidated into playing something else by sheer volume of published material). So, pretty much, unless you know for certain your group will be playing with you, unchanged, forever... you're eventually going to have to buy them or deal with not being able to keep a long-term group going.
There are a lot of things in the world I haven't bought. They don't have the same impact. So, there is no equating other items I haven't bought with game books I haven't bought given the actual effects of the lack of purchase are not the same.
The solution is not to cease production, but to slow it and focus on diversification outside of the primary game product line. You won't get the same players buying everything, but there will be some crossover and you can, if your product is worth it, entice new people into the hobby in some form. Which is something WotC is doing that I think will ultimately succeed.
However, this is one area where significant financial backing is also necessary. WotC has Hasbro, and Monte Cook has proven he can get his through Kickstarter. Pinnacle Entertainment, if they ever became interested in this route, could probably also easily do it. Catalyst Game Labs proved they can do it in spades using Kickstarter and Steam to fund all of their video game efforts. So, even if the company doesn't have someone like Hasbro backing them, they can still get the funding they need for diversification. And, as WotC and Catalyst had proven, tabletop gamers are willing to pay for it.
Plus, diversification like that increases the general awareness of the brand, which in turn allows those products that draw in other types of gamers and fans to act as gateways to the primary game line. With a slower production line, they'll probably also keep more gamers due to the investment cost being lower.