I didn't feel particularly weird about recruiting Zev or Sten, myself.
I emphasize: I cannot see a rational person recruiting them. I'll paste something I put in another thread regarding those two.
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I shouldn't have to feel like an idiot when I add companions, but that's just how I feel if I recruit those two.
On my first blind playthrough I thought I must have been missing something when recruiting Sten became a quest. I had made no comment of recruiting him and yet there it was in the quest log. Additionally, Morrigan (whose advice you should never take) had apparently no understanding of the word prisoner and like Jowan wanted Sten released just because he was caged. My first response to a giant man in a cage who butchered a family was to get away from him; not bring him with me and let him sleep near me at night. So I kept talking to the villagers thinking that surely I missed something. Surely Bioware was going to give me some rational reason to recruit this monster. But no. He's a very literal, unfriendly giant who killed children with his bare hands. So I ran away from Lothering leaving him in that cage awaiting the darkspwan horde.
Zevran, aka Puss n Boots, at least gave a reason to recruit him. Of course it was still absurd. He could easily slit my throat at camp, run in the woods, then laugh over drinks with his friends over how stupid the Grey Warden was that they not only spared him but recruited him. And the Crows would never know the first attempt wasn't successful; assuming he was telling the truth that they indeed kill those who fail out of principle. Apparently it's a lie since he can rejoin the Crows later in the game. Zevran will also break his oath to you by doing this; not surprising since he breaks his oath to the Crows by joining you in the first place.
In conclusion, recruiting these two when role-playing is absurd. Bioware should have introduced them differently.
Apart from the Anvil thing these problems do not exist (breaking the curse is not detrimental to the Dalish; once Uldred is dead the abominonation threat is no higher than normal) or exist only because the game does not allow the player to act sensibly (like leaving the team to contain Connor while the Warden goes to fetch Irving; during the Battle of Denerim that was suddenly possible).
You think so?
If Zathrian had not relented when near death after you sided against him, everyone would still be cursed including the dalish. As long as they were cursed they were unable to join the war. That's the whole point of curing them. You were taking an idealistic stand by turning against your blight ally for what you believe is right. You have no idea at that point that the werewolves could ever be allies either.
The demon inside Connor was responsible for undead hordes attacking Redcliffe at night. Are you to assume the possessed Connor would just play with his toys as the Warden spends days running to the Circle and back. And what of Ferelden? How many darkspawn are killing people while the Warden spends all this time formulating a ritual that may save one child. And if it fails the mage going into the fade is dead and Connor will have to be slaughtered anyway.
There wasn't any way to know if any of the remaining mages were abominations. Gregoir takes Irving at his word unless you persuade him to do otherwise. It could've turned out they were still possessed and would slaughter the templars shortly after you left. I have no idea what measures they take to discover who is an abomination but just letting the remaining mages who had been locked away with other abominations be free is a big risk.