On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one weapon attack as a bonus action.
Before you make a melee weapon attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
I don't see the issue with the -5/+10 feats. The damage increase is nice sure but the -5 to hit is huge unless you have advantage on the attack.
There are a lot of ways to get advantage if you look for it.
There are ways to game your hit bonus too.
+10 to damage per attack is a huge bonus to get for doing those things, especially when other ways of boosting your damage are relatively limited.
The -5/+10 for Great Weapon Mastery is very strong. Statistically, it's almost always worth using (unless, as you say, there is a chance of blowthrough). However, you should get a decent boost out of a feat slot, and it's not so potent as to unbalance the game.I don't see the issue with the -5/+10 feats. The damage increase is nice sure but the -5 to hit is huge unless you have advantage on the attack. The +10 is good but doesn't go up on a critical, idk just doesn't seem to bad to me, one of my players uses it constantly and misses often because of it, I imagine his average damage over the course of multiple fights might be the same or a little higher than other characters but some of those big +10 damage hits land on targets which have already been beaten so low in h.p that they would die without it.