http://tappedout.net/mtg-articles/2013/mar/2/krazycaley-miinor_threat-present-how-be-worst-edh-/
I'm conflicted.
Cookie-cutter decks aren't fun to play with or against. Extra turns effects and Sensei's Divining Top can turn a one-hour game into a four-hour ordeal. Nobody wants to lose to an aggressive combo on turn 4 and not have a chance to play the game.
These opinions are common enough that most playgroups you'll find will prohibit at least one of the above strategies.
But constant whining -- combined with the ever-expanding list of rules on "how to be fun" -- is worse for the format than any tryhard with a mana reflection slamming down Enter the Infinite on turn 4 could ever hope to be.
Everyone has different definitions of what's "fun" and what's "competitive." For some people, turn 1 fetchland -> tapped shockland will result in groans. For others, any interactions whatsoever are deemed as combo, and therefore are frowned upon -- I found this out the hard way when I attempted to play Utvara Hellkite with Dragon Broodmother in a Karrthus dragon tribal deck at my current playgroup. This is an interaction that, back in the pre-Commander days of EDH, would've had two tables giggling at the absurdity of a fistful of dragon tokens coming into play, only to be inevitably wiped out by Akroma's Vengeance the next turn.
I'm talking about a deck that, along with all of my other decks currently in-use at my school's playgroup:
-- Runs no 'extra turn' effects
-- Contains zero ways to go infinite, and very few 'interactions'
-- Has no win conditions that don't allow opponents a chance to interact -- all of them use the combat step as well, except for my old and insanely slow Darksteel Reactor deck
-- Runs no cards that slow down the game excessively (I'm looking at you, Top)
-- Doesn't 'combo off'
-- Has a useless (or near-useless) general
-- Embraces randomness
That's a fucking lot of restrictions, especially for a Johnny who plays combo -- and loses happily -- in every format imaginable.
I put a lot of effort into my Commander decks, trying to make sure every single card choice works in the build. From dragon tribal to animar wizards, which I happily disassembled when I noticed the newer EDH players were hesitant to play against combo, every deck has been tested again and again to make sure it fits a theme while still embracing the 'random, do something crazy with your giant stack of cards' spirit of EDH.
.... except, of course, if you happen to 'do something crazy', you're a filthy tryhard combo player.
I suppose if I have a tl;dr here, it's that, if you're going to speak out against ridiculous 4+ card combos that require the combat step to win, you cannot accuse people of playing "goodstuff" or "boring decks" if they revert to playing staples. At that point, you're telling Johnnies they can't play with you, and you're telling everyone else they're not allowed to win against you. Ever. (The people who make these complaints nearly always, surprise surprise, run uninteractive decks full of ramp and fat.)
I'm building a commander cube. It supports multiple combo strategies, but hopefully the "everyone has access to everything" nature of cube will encourage people to try new things.