> And scrollbars are completely different in different browsers - they have different sizes, different behavior, different look-and-feels.
Yes, and? No matter what it is, it's what the users of said platform are used to. Is there really a benefit to forcing users to re-learn such a critical component?
> You wouldn't expect a game to use the system look-and-feel, it rightfully uses a look-and-feel that matches the game itself.
1. Not everything is a game.
2. Depending on the game, system look&feel can be perfectly fine: SimCity 2000, Aurora, the Rule the Waves series, and probably loads of other simulation games all use it, because their art style doesn't require to re-invent the wheel poorly.
3. Games whose art style do need custom look&feel will most likely be using a fullscreen canvas/WebG(L|PU) widget anyway and will be able to use it regardless of CSS support of the feature.
Yes, and? No matter what it is, it's what the users of said platform are used to. Is there really a benefit to forcing users to re-learn such a critical component?
> You wouldn't expect a game to use the system look-and-feel, it rightfully uses a look-and-feel that matches the game itself.
1. Not everything is a game.
2. Depending on the game, system look&feel can be perfectly fine: SimCity 2000, Aurora, the Rule the Waves series, and probably loads of other simulation games all use it, because their art style doesn't require to re-invent the wheel poorly.
3. Games whose art style do need custom look&feel will most likely be using a fullscreen canvas/WebG(L|PU) widget anyway and will be able to use it regardless of CSS support of the feature.