Well, "more classes" and "less classes" is probably pretty incompatible, yes.
The question is whether the desires that drive people towards the options can both be satisfied via some hybrid or compromise option.
People who like "more classes" generally like how the specificity and embodied mechanics strengthen the ability to visualize the character and class concept. Mechanically inclined players also generally like the complexity behind making a choice between myriad, constrained options.
People who like "less classes" generally prefer less complex character creation, and also generally prefer to be able to embody distinctions of character within the fiction, rather than by making decisions at a metagame layer. Gamers who prefer mechanical complexity sometimes prefer less classes because each class can then hold a larger amount of bespoke choices within them, but still prevent the complex synergies and "sameyness" that pure point-buy can allow.
Note that a preference for mechanical complexity and orientation towards "more classes" or "less classes" are pretty orthogonal preferences. You can like low complexity and quick character building and still prefer a high number of classes, especially if that high number of classes is one of the few choices and calculations that need to be made at character creation.