Agreed - but if this is your argument, you need to recognize that it's not "empirically" a bad or good system based on that.
I think it is possible to discuss whether a system is good or bad, but that first requires a discussion of what criteria of goodness or badness we're going to use. The trouble with PnP is that these criteria are going to vary person to person and group to group. Without this preliminary consensus it's likely we'll just be talking past one another.
For example, generally speaking, I value parsimony, consistency, easy applicability, and flexibility: in my book, a ruleset that meaningfully defines a broader range of situations with fewer and easier to apply rules is better than a system which uses a larger set of harder-to-apply rules covering a narrower range of situations. By these standards, AD&D is terrible, D&D3 without PrCs is mediocre but with PrCs it's bad, Call of Cthulhu is very good, and Numenera is almost as bad as AD&D but in a completely different way.
I am aware that other people value different things in rulesets, and I have zero problems with that. If somebody gets a massive kick out colouring carefully inside the lines to meet the requirements for Royal Explorer, or from perusing horse trait tables, I say more power to them, I just don't share those preferences.
Lots of pnp games / sessions are centered around very creative and interesting builds.. and that's largely how the NWN2 PW scene works too. This is half the fun for a lot of people - min maxing between the lines of several different class features & requirements at play at one time.
Yeah sure those builds are creative -- but the creativity isn't the player's, it's the person's who wrote up the prestige classes. It doesn't take much creativity to notice that stacking Red Wizard and Arcane Scholar of Candlekeep will give you an absurdly powerful wizard; from there on out it's just a matter of ticking the boxes. Sure, there are a few power builds out there that are a bit more exotic -- some Red Dragon Disciple based ones f.ex. -- but even there, the number and variety of building blocks to play with is pretty limited.
The thing I like about P1 character building that it lets you make a broad variety of builds
that the people who made the game never even imagined. I don't think Josh had a Dangerous Implement based wizard with MIG 20 CON 8 DEX 20 PER 20 INT 8 RES 8 in mind as a super-effective ranged weapon damage build, but you can do that. Or a barb dual-wielding Spelltongues to keep her Savage Defiance and other buffs up forever until everybody else is dead. Or a Scion of Flame barb with Forgemaster's Gloves. And so on and so forth.
(Those hoplite spear swingers were pretty trivial as
builds go, but it was a pretty cool
party. The idea with that was that it made use of quick weapon switch, standardised weapon sets, and the paladin's ability to pop a suitable aura for any situation, which allowed highly flexible tactics -- alpha-strike, run-and-gun, phalanx, hold a chokepoint, shieldwall, whatever. None of the characters in that party was particularly exciting as a build, but as a whole the party was fun to play, and the experience was quite different from your usual one: while the party didn't excel at anything, it made up for it with tactical flexibility. But that's a tangent.)
Edit: I've had this discussion before, a number of times, with a number of different people, sometimes more and sometimes less productively. This one is shaping to be one of the more productive times, but I'm afraid I don't have the energy and interest to have it again, so I'm going to bow out at this point. Hope you don't mind.