So I may be speaking out of turn, but I think what people really have issue with are not necessarily magic weapons with bonuses to hit and damage, but moreso magic weapons that have a bonus to hit as the only attribute. +1 longsword, huh? Booooring!! Do the rules starting on page 366 create something a little more powerful than you want to make available to a low level character? Here are some other ideas for magic weapons that are relatively minor effects and still don't provide some boring to hit and damage bonus: A spear that provides +5 to initiative and reduces the chances of being surprised; A wicked cruel obsidian dagger that adds +3 to rolls on the Critical Hit's table; A short sword that does not fumble on a roll of 1 unless the wielder saw a murder of crows that day; A war-axe that can be thrown once per hour at an enemy and will magically return to the owner's hand the next round; A sword that adds 2 to my character's armor class whenever he fights reptiles; A mace that does an extra 1d4 damage against Undead. None of those weapons give a bonus to hit, but they're all unique and since they are magical, they will also be prized just for their ability to hit certain creatures that can only be harmed by magical weapons.
I have tended to place magic items like these in my dungeons, but often they have latent powers that will be awakened if the wielder performs some action, so that later in their career as they advance in level, these weapons might be of a more appropriate power level. That mace that does an extra 1d4 damage vs Undead will become +1/+1 and add +2 to turning checks of anyone within 10' after it is used to slay a ghoul (but the wielder may feel compelled to attack any Undead he sees at this point, too). I have occasionally put weapons of legendary quality into a dungeon, that have simple bonuses to hit and damage because of superb craftsmanship, but they are as rare and unique as any magic item. But the 3E ability to just go to any blacksmith and shell out extra cash for higher quality items is not available in games that I run. Now, if the party is willing to journey to the home of a famous dwarven blacksmith and negotiate with him they may be able to acquire something along those lines...
In a nutshell, I think the key is to try to make everything unique and interesting. Give each weapon a backstory, and let the new owner find out the details as time marches on. It's one thing to see a lawful cleric happily pulling out his magic mace in every fight, but what will he do with it when he finds out that when it was created 200 years ago the magic was bound to it by it's creator when he used it to murder sixteen virgins? Given a good back story, even a simple +1/+1 weapon can be unique.