To expand on Ravnic's point, one major issue regarding ramp discourse is that people have historically conflated the "
unga bunga" style of ramp (i.e. ramp into a 4-5-6 drop on turns 3-4-5 and win off of being both being a turn ahead of schedule and their threats being inherently larger than non-Green threats) and
Craterhoof Behemoth or Eldrazi-style of ramp which hopes to spin its gears, vomit out dorks, and slam a single major threat T5-7 and end the game in short order off of the back of that. The first leads to a lot more dynamic gameplay than the second, which is very feast or famine in part because it's an "A + A + A + A + B" combo deck, and so is really vulnerable to poor draws because the A cards don't do anything besides chump block, whereas a deck like storm draws cards with its A cards and so feels like you can dig your way out of a hole.
The main difference between each is the density of dorks required. Unga Bunga style (which for the record is a term I hate by a guy I find distasteful, but it's quite evocative and is a good search term if you want to read more on this subject) likes a handful of dorks (4-6) because you don't really want to draw more than 2, and ideally only want to see 1. If you're short on dorks, your deck is still a stompy deck, you just don't get to high roll. However, this has been a minority of cubes, though it's gained in prominence.
In Ramp decks, you want to see a bunch of dorks (idk 10-12?) and you deck doesn't go off unless you get 2-4 of them in a given game, depending on precisely what your targets are. The cubes that support the latter tend to require 25-33% of their green section to be dedicated ramp pieces, which is a ton of real estate for something that supports one inconsistent deck. However, this is what has historically been Green's role in MTGO Vintage Cube-style cubes, and it's been a dominant archetype for Green a while now. So a lot of the historic pushback is likely a shorthand way of saying that one is against this style rather than that one hates all 1-mana ramp cards per se.
Personally, I find that small-r ramp leads to better games, whereas Ramp leads to a lot of people chasing that overkill feeling. That can be a lot of fun, but it's definitionally ships-passing-in-the-night Magic at its peak . . . except the other ship can fire cannons at your sailors and very easily take them out while they're assembling your bigass combo finish, which is a weakness that most other combo decks do not have. As a base-Green deck, you do not have a way to retaliate, so it's build or die. You can chump with your Elves, which can sometimes be a skill-testing and fun line to explore, but often once you start chumping you don't stop.
In short, ramp = good! lots of dorks = historically popular, yet flawed. dedicated ramp targets without other ways to use them = bad