D&D is the most popular game out there and even its detractors have nary a peep regarding the races aside from 'too tolkeenesque', which is hardly and objective measure of quality.
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Each 'fatsplat' has five 'races' and five 'factions'. Fatigue sets in when faced with a new 'fatsplat'. The Races (in vampire this is most explicit) do divide up much as I postulate above. Gangrel are tough (Resiliance as a clan discipline), the Nosferatu are strong (vigor) and so on. There are actually nine attributes and thus there should be nine clans, but that isn't quite the pattern being filled.... but bear with me.
Compare the old world of darkness with its original idea of 13 clans, which was then complicated by the spread of new, additional clans scattered here and there, and the fact that only... what? 9 clans actually appeared in the main book? Then there was the crossover on disciplines. If you liked a particular discipline (celerity, for example) you probably had two, if not more, clans to look at in the main book alone (Brujah and Toreador in this example).
Actually, there were 7 clans plus clanless in the original main book, representing the 7 deadly sins and the search for a new deadly sin. But yes, it turned into a mess.
Yet, even after five years it is quite easy to find players who have not switched over to the new rules/new setting.
I think that's because of something separate from the cleanup of the mess (a mess which was rapidly reintroduced within months of the new edition). The new edition is not evocative. Whether you liked metaplot or not, just the idea of an impending apocalypse added more to the game's morality play than any of the archetypes. The nWoD world is just...blank. The morality play that defined oWoD has been pared back to the bone. The elements of seduction (the best selling component of current-day vampire stories) has also been downplayed a little, reducing the evocativeness further. What's left is politics, which can be fun, but it's less than what oWoD offered.
Comparing to my own older thoughts on the subject it occurs to me that while an elegantly designed rule set and world can be very appealing aesthetically it may actually be poor design. Too elegant a rule set may be too easily mastered, leading to boredom with nothing new to find out, it certainly leads to 'game exhaustion' when talking about a 'house engine' used for multiple games in a line.
Actually, calling nWoD elegant is a bit like calling a battleship maneuverable. However, nWoD offers more options than oWoD thanks to emergence, which can be an elegant concept. Since there are few constraints in either nWoD or DP9, I have to assume you're referring to feeling constrained to emergent archetypes. A game may allow you to play anything, but only allow a few templates (emergent archetypes) to be successful (MMORPGs are horrible for this). Yep, it's a problem. One way to solve it is to not over-focus the game on one task (e.g. combat, or politics, as in nWoD) and include other activities (seduction, moral debate, religious debate, as oWoD had).
Yet, despite a near burning rage at level/class based design, I can still be convinced to pick up a new D&D based game just to find the new, messy, ways they do things.
And you're not alone. D&D is made accessible due to its familiar terms. Fighter, elf, dwarf, these are words that even non-gamers often recognize. Lancea Sanctum, Daeva, these present a steep learning curve for players to get into nWoD. That means D&D's archetypes are easily grasped, while nWoD players must learn everything from the ground up before starting to make a character. It discourages exploratory play, and that's a lot of rpg players.
Just a random train of thought, but it does occur to me that in the long run an excessive elegance is probably just as bad for a game as an excessive mess... which in itself isn't relavatory but: the line for 'excessive' in elegance may be much lower than recognized.
If you want a game that has excessive elegance, look up Go. It's had a short run of...well, it's estimated in the thousands of years. The problems with nWoD come not from elegance (or emergence) in archetype construction, but from the exclusion of many side thematic elements in the game. The game's personality is muted.
Simply put, nWoD is boring. oWoD is not, so people put up with the mess.