I would suspect there's a lot of old C++ software that falls into this category. Especially if cross-platform compatibility was/is important.
(*Actually, it was often insinuated that the STL is _still_ not 100% compatible between Linux and these more exotic platforms. I have no idea if this is true.)
* Poor support in console environments, which often lag significantly behind their desktop equivalents (I'm not sure how relevant this is for PS3/X360/Wii, but it was definitely the case for the previous generation, and some things get deeply ingrained)
* Poor debug performance for some implementations
* Less control over low level implementation details, vs. rolling your own. Game developers stress out over this. STL is a general purpose library. Sometimes a special purpose library really is what you want.
Here's a relevant stackexchange discussion: http://gamedev.stackexchange.com/questions/268/stl-for-games...
And here's a paper discussing EA's STL replacement, with lots of justifications: http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n227...
I'm a member of the Mil-Aero crowd, and my problem is that I'm not allowed to use C++. I have to do everything in ANSI C (this is for a high-performance, massively parallel Linux application, BTW). I try to write OO C as much as is sensible, but end up getting ribbed by the long-time program members as being "one of the OO guys". I'm surrounded by people who think the art and science of software development hasn't really advanced since 1994 or so. That, I think, was the core of Andrei's message: don't put up with crap like this, call your headhunter.