Saying that starters the way they are as a “status quo” is one of worst design choices is definitely an unpopular opinion, I don’t agree on that given not all starters are considered as equally viable for in-game. I do think that the designs put too much emphasis on the offensive power of the starters, and not enough support or defensive oriented ones other than the happy accident in Incineroar if you count VGC.I'm generally on ant's side here, and I think I can sum it up as this: in the name of "QOL" and sheer options and a superficial ideal of balance, Pokemon has gotten much worse at generating compelling, emergent stories via gameplay. There have always been issues; for every inexplicably terrible Pokemon like Gen 3 Lileep, there's a grossly overtuned starter like Swampert (my own unpopular opinion is that the starter status quo is one of the worst design choices Pokemon continues to make). Restrictions were always loose and arbitrary at best, to where a Pokemon lacking ideal STAB moves and comprehensive coverage is seen as an unforgivable defect.
But games that 'modernized the formula' only took it further and further. BW took huge strides in filling out offensive options, to where most Pokemon are straightforward beatsticks with no-frills attacks. XY stuffed in as many Pokemon as possible, eliminating a 'baseline experience' that players can relate to each other over, such as memeing about caves full of Zubat or everyone's Sinnoh team. The Switch generations let you just run on up to formerly powerful, elusive, committal Pokemon and snag 'em then and there. Because so many people's Pokemon valuation starts and ends at 'do they look cool,' that became the reality. Utterly interchangeable entries on a list. No implied work or prestige, no positional context, no story to tell. Just the loadout you happened to bring to this grand game of rock-paper-scissors.
People don't tell stories about these games like they used to. While I'm sure a general change in internet culture is a factor, I don't think the games are blameless either. Games are widely mechanically evaluated on 'did it annoy me,' and modern design reflects that, even though annoyance is a premier route to experiences that mean something and stick with you.
I do overall agree with this sentiment, but compelling emergent gameplay stories are not completely gone either. Legends: Z-A gifted us with Bois the Heracross as a mandatory trade for an each to catch Pikachu (or easy to evolve Pichu), which both creates a memorable experience for players and provide essentially a second starter due to Bois helping a lot for early game and remained viable for lategame. There’s also the horror tales of a Wild Area with the Alpha Male Pyroar and his equally dangerous pride of Pyroar, with how difficult it is to get Skarmory partially because of these monsters of lions.
I do wish we get more experiences like this in modern games though…





