There are a few things I want to touch on here. I respect your opinion but you do tend to generalize a lot here.
White Wolf made a very tight system with NWoD or so my own crew and most of the MES thinks. They do well with mechanics and fluff but yeah, like any company, they have made mistakes. The idea of having the PCs fill in and let the ST put their own NPCs in place is great if you ask me. Something like the Forgotten Realms filled every place with high level heroes and NPCs, making the PCs seem useless. WW did well by excluding such a practice. They do give you template tools if you need them so they hardly leave you hanging. Vampire, by the by, is hardly only loved by the ladies. Their sales and mainly male gaming crowd reflects that. There might be more female gamers in that genre than say DnD but it is still very male heavy.
Silverfyre, I did say that local crews, not all of them around the world. There is a reason that WW is still in business, despite their weird sales acts of late (most puchasers might not realized this, but at one point WW said they were PDF only. Then retracted saying MAYBE a couple of books a year. Then saying business as usual. Then going BACK to saying only a few books. Then business as usual. PDF only... So one and so forth. It's been an odd couple of years for them on the Distributor's side.)
And for some games, like Vampire and The Lost, the basic nWoD is perfect for it, because they're conflict, but not combat, centric. But the moment a real 'fight' comes long, and depending on whether or not the advantages are used it can either end up as death nibbling in one round (due to multiple attacks per combat advantage) or in 4 rounds.
Now, this is how the core book tends to work without house rules, which NO ONE and I mean NO SINGLE roleplayer in the world does. This is White Room Analysis, which has it's place, but rarely ever lasts in a real game session. Just by reading the rules YOUR way, you've house ruled the game. Simply because you, the Player (ST or PC) has an idea and ideal you want, and the game will come close, but will not match it. So whether or not you realize it, you will change what you want.
And THE one thing WW teaches most of it's player, either intentionally or not is to make up fixes and/or rules on the spot. The excel at this, and honestly, I thank White Wolf for this (as well as D&D 3.0 for a single blurb in the book about not being limited to the feats as written) it helped me realize that the Rules are not the Be All and End All of gaming. It also showed me what limits I have for adjudication, modification and simple hand waving. Knowing my limits and improving them is a good thing in my book.