(This is just a long answer to 1)
My system agnostic answer would be it depends on the type of game you’re running. I’m coming from a very World of Darkness centric, GM/ST perspective, though.
In Vampire: the Masquerade, the same character will become a very different person depending on if they were turned into a Venture (rich, aristocratic vampires), a Nosferatu (Count Orlock look alikes) or a Malkavian (mentally unwell mind readers). Even if you think a certain clan’s “thing/appeal” seems restrictive, you can explore that by creating a character who doesn’t “fit” and the drama that comes with it. You can also make a “Caitiff,” a vampire who doesn’t fit into a pre-established clan and therefore the player can pick and choose whatever abilities they desire (within their point budget). I’ve seen many advise against making them because canonically, they’re often rejected by vampire society, some even considering them a sign of the end. It is, however, a game where one of the main clan’s logo is literally an upside down anarchy symbol. Fighting the power is one of the codified themes of the game.
In Hunter: The Vigil, factions/archetypes are still present, but they’re optional. Tier three conspiracies might be the closest analogue to traditional WoD classes, as they all have their own personalized stashes of equipment call “endowments.” Tier two compacts aren’t as personalized, but they still provide stat boosts. Tier one hunters, on the other hand, aren’t affiliated with any of faction but their immediate party. Essentially, “classless” characters are explicitly recommended for NIMBY play. Wanna a play a commercial airline pilot who does monster hunting on the side? Figure out what they can do, what they care about (and if you’re really into role playing, their relationship to their family) and naturally customize their traits from there. Maybe they join a compact over the course of the game, acting more as character development than backstory (players like getting upgrades). (The core rulebook also gives you the tools to make your own compact or conspiracy. Even going as far as to say you can pick and choose which of the pre-made groups are even canon in your game. So comparing them to clans in Vampire, let alone classes in D&D, might’ve been a stretch.)
In the original Hunter: The Reckoning… Of which, take my word with a grain of salt, I haven’t actually played it. (How can I appreciate the anime if I haven’t read the manga? Idk.) The reason I’ve been rather put off by it are the creeds (the old hunter equivalent of clans). They always seemed a little Myers-Briggsy to me. Whereas with clans, it seems like you can play against/subvert type, creeds seem to literally just be types your character is expected to fit into. (Avengers are the “take no prisoners” ones, Martyrs are the self sacrificing ones, etc.) Maybe you can try to reverse engineer it (ie: creating a character whose father was an avenger but they share more values with the redeemer creed, making redeemer choices with an avenger toolset). (Apologies to any Reckoning fans. I’m sure there’s some considerations I’m missing.)
I don’t think either way is better or worse for all cases, Masquerade is based around a classic gothic horror trope, with all the power fantasy, intrigue and angst fans of vampires would want. Since they don’t all want the same thing, clans more easily point to possible preferences. Vigil is more of a survival horror experience about regular people doing what they can to defend their communities from supernatural predators (though the option to just be a macho action hero is there). The compacts and conspiracies are only as relevant as an individual game requires.