That's where I think Blizzard failed the players. In fact a lot of companies have done this. Instead of appealing to a happy medium. Say back in classic and to a lesser extent BC, where the game was more about social interaction and mechanics were mostly minimal because you still had to herd 25-40 people around, grinding and stats and gear mattered. Trying to get people to "clump" in a level/raid and skill range so as many people can interact as possible. If you think you are the most amazing videogame player ever, an RPG isn't for you, go play an FPS. RPG's are designed around gear, and stats more than skill. And people obsessed with "esporting" games have destroyed the playabilty equilibrium of many games recently through that mindset.The guild I run with is mostly normies and old women. They love spending all day farming resources, but they can't handle modern raiding. Modern raid bosses just have too many mechanics and put too much responsibility on each player. Our first 45 wipes on Gh'uun were them learning how to pass the balls to one another. Heck, I'll never forget the night when I had to spend 20 minutes in discord explaining a single mechanic on a normal mode boss to my raid group because it was so unintuitive that nobody had any idea that they were doing something wrong.
Classic is tailor made for these kinds of players. They can spend all day farming and then at night, jump into a raid where their only responsibility as a DPS is to stand still, shoot the boss, and let the tanks do all the positioning work.
Gear is handed out so quickly there is no downtime after hitting max level where you all team up as a bunch to gradually get your basic raid set. That was part of the fun, you had a minor goal you were ALL working towards TOGETHER and the other people in the guild were at various points in their shared goal. Now it happens too fast, you have to go straight into the raid so you can get to the heroic raid to the mythic raid to the hyper mythic raid, the playerbase gets more and more fragmented, no ones goals align, they are all on different treadmills.
No ones going to bother with working towards joining a raid these days, when there are 10 mechanics to watch out for and you are still failing with all the addons running. The far more knowledgable and skilled players pull too far ahead of the rest of the playerbase, they start segregating the playerbase too much. The more the designers reward skill, the wider the gap between players get.
From a player perspective, this is good, because you can showcase your skill. From a game designer standpoint, this is bad, as the smaller percentage of skilled players gradually drive everyone else off and no one plays your game, because you are catering towards expanding the skillcap and spreading out the playerbase so thin no one has anything in common progression wise. You NEED a way to mediate skill levels in an online game. Either through private servers like CS:GO, or through some sort of game mechanics system that keeps players within a predictable range of ability "stats/gear/RNG". You want players to socialize, you want players to have common goals, you want people to work together. And increasing skillcap by increasing raid mechanics and raid levels destroys the population concentration on progression. People zoom far ahead, people are left behind, and you have people alone all along the way.