I think part of the problem is that roster systems have several potential applications. Each application has pros and cons. The net benefit of those pros and cons will vary depending both on the game and your personal values.
One application is having pre-made characters so you don't have to deal with chargen. On games with lengthy, complex chargen systems (e.g., WoD), this may be more of a benefit than ones with simpler chargen (e.g., FS3). But there will always be some players who like to try out a game with minimal personal investment.
Another application is having existing relationships with other characters. Some players may see this as a net benefit (they don't have to be "the new guy") while others see this as unwelcome baggage. A game that lets stuff be retconned easily can undermine this potential benefit.
A third application is controlling the pool of characters. A game with noble houses may prefer to keep the family members consistent as players come and go. A game set on a deserted island may need a static character pool since there's just no easy way for characters to come and go.
These variations mean that you're not going to achieve universal consensus. You just have to look at how the pros/cons of rosters map to the goals of your game and the preferences of that game's specific playerbase.