Yeah, LFD and LFG could be implemented better, one problem is where you say it is, in the mindset of dungeon design. People expect a quick, painless run because they mostly see that tier piece which costs xxxx Valor dangling before their eyes and because that's ultimately what the dungeons are for today, a farming ground for badges and free handouts of gear.
Look at 4.3 heroics, you don't even have to actually win any loot and you're already half decked in 378s just by them quests. Count in the separate LFD for them without lockouts and you can literally farm all the gear from there in one day if you have some luck. Lasting content, which doesn't include 1000 clears of the same dungeon? Pfft, please!
I could actually go as far as to say that LFD could be an good tool, if it wasn't for the purpose of quick run but rather just about the quick group setup. Blizzard should have stood their ground, not caving in to the crying of people, implementing more bosses with more loot (abolishing the Valor points for everything except some hard to get pieces like wands/relics/shields maybe) for the T11 and giving alternative ways of obtaining gear for raiding (like level cap normals were in TBC, more entry level epic crafts without retarded chaos orbs). Gradually this would seep into the minds of people.
I'm pretty thankful to have experienced the old style of dungeon crawls, 4 hour BRD, the ringing of ZF gong, getting lost in Sunken Temple and Uldaman, clearing Scholo for my pally quest and last but not least, my first DM run ever. Quests, NPCs, stories, danger everywhere. It wasn't fun all the time, but it was rememberable and grand and this was the way I wanted to remember WoW, not the washed-out, soulless generic grind it has gradually become.