Genesis -
I think the answer to your question is: many didn't. I "stuck with Inv/SS" until L23, at which point it had become obvious that the knockback was making our group less effective as I was regularly bouncing things out of the Blasters', Controller's, and Defenders' AE effect ranges. "Use knock back to position mobs", you say? Well, in your 20s, not really an option. You can be mobile, and slept/held/stunned, or you can be immobile in Unyielding Stance, and then be unable to move yourself to allow effective repositioning.
Sure, if you pull all the bad guys into a dumpster or a blind alley or dead-end hall, maybe you can get into U.S. afterwards and bounce the guys into the wall where they don't fly off. But if your group has the patience for that, more power to you. I play with a mix of experienced MMOG'ers, and some relative newbies. The latter don't want to stand around for 3 seconds, much less longer, waiting for me to run mobs into someplace convenient to fight. I shouldn't be a steady source of inefficiency to the group.
My Inv/SS guy, Black Diamond, was build on the "Luke Cage" mental model. I found it a tad disconcerting that his punches were so ineffectual, compared to the damage being dealt by other members of the group, but I stuck that out, figuring my job was to take punishment. But the Knockback become too much, and while my concept called for Super Leap, it just didn't work well with U.S., and since our group is fairly casual in terms of amount of play time, I wasn't going to be L32 quickly enough to have Unstoppable as an option.
So I rolled a new tanker, Inv/Fire, because Fire melee has no knockback. I was pleasantly surprised that the damage was better, and that I actually had an effective AE attack before level 38.
Inv/SS has multiple problems that people have pointed out. It's much weaker than the comic-book-based people envisioned (clearly not Juggernaut, and considering the garden variety gang member hits harder with fist or baseball bat, I'm dubious you can call it "Super", other than in terms of the knockback "Superball Strength", perhaps?

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It combines poorly with Invulnerability, which one could argue was my fault, for choosing a defensive line whose status protection, for much of its development, requires immobility.
It combines poorly with other archetype's AEs. Unless you want to solo, this is -the- straw that breaks the camel's back. It also raises serious questions about the intelligence of the hero. He's not smart enough to learn to direct his blows to avoid knocking villains everywhere? Is it "Stupid Strength?"
Anyway, while some folks may like superball strength, it's got significant frustrations.