Thank you
@Countyoungblood Much appreciated.
He pointed out what I was getting at. It's not about removing the penalties or stats from the game, it's about shifting them. Instead of -3 5 8, you use 0, 8, 11 in order for a player to feel like they're gaining 2 things instead of gaining 2 and losing 1. This results in more positive feelings from the player while essentially keeping the balance between the numbers the same.
It also prevents fatigue on deciding if you want to take that penalty and what it might mean.
I understand the point, I just don't really agree with it. A negative with your stat is "something to overcome" or is a reason to "not do something with". Can your character still be effective if they lost 10 points in their Agility stat? Yep. They can. Does the player care if they lose those points at all in exchange for the +20 extra damage they would do? Maybe they would, maybe they wouldn't. The "fatigue" you talk about really only happens when a player is inexperienced with the particular combat system you're using. Players will take as few negatives (or none if possible) in order to maximize their characters in every way. But, if your combat system is nuanced or they realize that there really is no point to increasing specific stats for specific characters, especially as they are playing them... Well, they will look at the negatives more closely. They might consider the chance to "specialize" into the way they're playing those characters as worth the few negatives they'd have to endure. And, if they don't want to endure those negatives, they may just equip things that minimize those negatives.
In games with a lot of different ways to play characters, those negatives become tools to help the player better play those characters in the ways they might want to play.
Personally, what I like doing is to leave options for "the new player" who doesn't want to lose any particular stat (you'll notice I have several weapons with these stat groupings) as well as options for "the experienced player" who wants to specialize their characters more. I find that this is better design than simply going all one way or all the other.
I absolutely want players to have fun as noobs who have no clue what any of my stats or states or weapons or armor or elements or anything do. I also absolutely want those players to think, "maybe I can do something different now that I know about how this all works?" and seriously consider the stats and penalties.
Inherently, "negative stats" or "penalties" don't make a player "feed bad" or produce "negative feelings". Most players will look at a negative and either say, "yeah, that's fine, I can deal with that" or say, "no, I really don't want to deal with that" and move on with their day. Each kind of player knows what they're looking for instinctively. "I'm playing a sniper, I need more range and more damage. Does it really matter how fast I can move? Probably not, I'm not going to be moving a whole lot anyway" or "I'm not really sure which stats are most important yet, I'm going to make sure I only upgrade to options that don't provide a negative for me, so I can figure this out and not be punished by having a low stat somewhere".
However, this is all just my perspective on the thing. As a player who routinely weighs the "negatives" of stats and equipment against the positives as well as a player who has been a "noob" in quite a few games and has not wanted to take on negatives immediately.
I'm just trying to say that the design decision to include negatives on weapons (or anywhere else in your game) isn't a "a bad one" or even "a less fun one". It's not even a "conditioning tactic". It doesn't even usually result in "less positive feelings" in most instances (unless your negatives aren't properly balanced against the positives... At which point, you need to do some rebalancing as a dev).
Punishment, negativity, and penalty has merit. It exists to reinforce behavior, and is only effective coupled with a system of rewards for doing the correct behavior.
Putting these penalties into your weapon does not serve that purpose.
(You'll also find that this justifies D&D's use of penalty systems brought up as a counter-point)
I disagree for reasons outlined above. I'll use an instance from Borderlands 2. A shield called "The Bee". As long as it has 100% of its health (you haven't been hit), it boosts outgoing damage on any weapon you wield by exceptionally MASSIVE amounts. It's generally regarded as one of the best pieces of equipment in the entire game or franchise. It has two downsides though. 1. It simply doesn't have much health in it, even at its maximum level. So, it can't take many hits before it's simply gone and enemies start eating into your actual health. 2. It's recharge speed is among some of the slowest in the game. So, when you take a hit, you will be waiting a while before it starts recharging... and it recharges slowly when it does.
It's a specialist piece of equipment. All the player has to do to utilize it... is to not get hit. Or, carry equipment so amazing that you kill everything before it has a chance to hit you. The downsides are essentially circumvented.
In fact, you'll find much of the loot in Borderlands 1 and Borderlands 2 operates kind of like this. Positives, Negatives, different archetypes, etcetera. There is a fair amount of loot in these games that ends up being "useless" to players, but a good chunk of it ends up being amazing despite the negatives imposed upon the player.
In a more well-thought out game that doesn't just seek to emulate Sociology and Psychology Textbook lessons, these become options. They become challenge. They become reinforcement of player thinking and adaptability. They become options of solving problems. Namely, the problem of how to most efficiently make the enemy's HP hit zero.
There's a ton of reasons why this kind of design is important. I'm sure I could write out an essay on why it works, how it works, and its' significance. But I'd like to keep this short.
Too bad, I prefer lengthy debate.

But, to be fair, there are literally hundreds of ways for game design to work and thousands of reasons why any single one is important or unimportant or good or bad. There's not really "a right answer" unless all we're seeking to do is get people trapped in The Skinner Box. Game design that doesn't rely on that box is more difficult. As such, I often refer to anything that uses even a tiny inkling of "Skinner Box Design" as "lazy game design" or "Devs who don't know how to do their job".
You might see the WoW system as being manipulative, as it curbed player behavior, but you have to be aware that is your job as the game designer. This game design philosophy is amoral anyways. It's merely a tool in your arsenal you need to be able to wield.
Nope, as the game designer, it is my job to provide
fun. It isn't my job to psychologically manipulate or trick someone into doing something decidedly
not fun in order to get their money. If a player actually has fun, they come back to play your game again and again without needing to be tricked into doing so. I find the behavior of player trickery to be abhorrent. It is often little more than legalized gambling techniques employed against
children just so devs can be lazy, companies can more cheaply make games (less content, less fun, less... everything... more Skinner Boxes), and they can capture the most amount of people for least amount of effort possible. In other words... Digital Drug Dealers.
Let's take a look at Minecraft for a moment. Where are the Skinner Boxes in that game? There aren't any. It's essentially a LEGO set. Build what you want, with what you want, with friends, or strangers. Sky's the limit, anything you can imagine. A game that promotes creativity. It doesn't really have an end. You can beat "bosses" and get some of the "endgame items", sure, but... What's the goal? The goal is whatever you make it. It made a crapload of money. All it was ever advertised as is that sandbox experience. No story. Combat is as basic as it gets (more a test of positioning and quality of your weapons than anything else). Yet, how much money did that make?
As devs, it's our jobs to provide fun to players. An experience that doesn't seem "unfair". With options for replayability or for sharing the experiences with friends.
I prefer not to wield the almighty Skinner Box as a wrench or a hammer. I prefer it stays in the recycle bin where it belongs. I prefer letting the player find their own fun in my game and just working on giving them all the options I can to get them there.
I prefer to not think of my audience as "mindless drones who need to be manipulated". I don't care for knowing how to manipulate my players. I care to find out the ways I can help them accomplish the things they want to in my game. That's what I value Player Psychology for. Why they do the things they do in games. Not to use it against them like a cudgel, but to better understand how I use it to give them a toolbox.