I love how customizable and flexible Blender is. If there's anything you don't like about it, you can change it. You can twist and bend the software into whatever best suits your workflow. During the last 7 years I've used Blender for whole lot of things from .svg logo designs to architectural visualization and game asset creation and animation. I've done a huge range of one-of-a-kind tasks and never faced a wall I couldn't overcome. If anything else fails, there's always python scripting that you can use to automate things and transform complex data models that would be near impossible by hand.
Another beneficial feature is how you can use Blender with hotkeys almost entirely. Once you master using the keyboard that your other hand is going to reside on anyway, slowly navigating multi-level menus and pop-up dialogs feels inferior and outdated.
The fact that Blender is free and worked on by volunteer programmers means that you can't often find a clear documentation on the upcoming features or release schedule. When refining your workflow you don't want to grow dependent on Blender developers improving and solving things for you, but instead you have all the means to extend and find a way forward yourself.
Blender is the ideal default choice for 3D modeling since it's free and its feature set compares well to the commercial giants of the industry. If Blender is your first 3D software don't misinterpret the difficulty in grasping aspects of 3D design as difficulty with Blender in particular.
Blender is free and due to GPL licencing will always stay that way so there's no risk investing your time into learning Blender or making it the company standard. With other companies these days you need to buy a per-seat subscription the price of which will vary (only upwards, most probably). Blender has great documentation, tutorials and community support on various sites on the internet, and if we're being honest that is the only support you can expect these days regardless on if you pay for the software or not.