Would you mind elaborating on similarities? Perhaps I'm simply not seeing something that layman does (I work with large server farms for a living). Because to me, someone mixing up server limitations and client access limitations is akin to someone mixing a brake pedal with a clutch. They are simply completely different things. And I've seen a lot of this in this very thread.
And the reason I call this "draconian DRM" is because this is exactly what this is. Server limitations can be easily explained by regional sustainability issues, such as latency which are often pro-consumer (do not let unwitting consumer unknowingly create a character on a server where his lag issues would be bad). It's also often paired with ability to switch if you get other by accident or because regiong you want to get to didn't exist when you bought the game. For example US>EU and EU>Russia switches blizzard set up for WoW upon starting servers dedicated to serving these regions. Client access limitation has simply no pro-consumer argument whatsoever, it's simply designed to force consumer to pay more for the same product. At the same time it is in fact an access limitation mechanic, which means it's DRM mechanic. The fact that you can get locked out of the account you legally purchased without doing anything ethically questionable makes it "draconian".