What makes me angry is not that some people don't know the basics of character building, but that they insist that it is impossible to learn because they are lazy and don't want to learn the basics. They think they have to figure it out everything by osmosis without any thinking whatsoever.
FWIW, I think the problem is that there are two different ways to look at character building in an RPG. One is that it is a basically a wish-expression of the kind of character you want to play. "I want to be a clever fighter, like the Scarlet Pimpernel. I want to be a tough scavenger like Mad Max." Whatever. From that perspective, the game should make it relatively easy to express your wishes, and should do a good job of interpreting them once they're expressed. If you then play contrary to type and fail, that's the player's fault, but if you are trying to play according to type and fail, that's the game's fault. Another way to look at is that character building is
itself gameplay, a min-max puzzle to be solved by careful study and experimentation. In that scenario, the game needs to make it easy to tinker with the variables, and then needs to apply the variables in a consistent way, but has no obligation beyond that. If the player's build fails even at its intended purpose, that's the player's fault (like a spaceship failing in Kerbal or whatever).
You can make an argument that as soon as "approach 1" above gets beyond very simple archetypes, it inevitably will collapse into "approach 2" -- I'm not sure that's right, though. Also, to be clear, these things are a spectrum, not binary. For instance, V:TM:B is clearly much closer to the first approach, but there are games that are closer still (like, say, Mass Effect 2).