I think this is largely a matter of differences in opinion, OP. For players like me who play games to chill and have some fun knocking stuff out, WoW's changes in Wrath, 4.3, and MoP have largely been a good thing. As far as Blizzard's stance on silent majorities, I'm inclined to give them the benefit of the doubt here as they have more avenues of collecting feedback than we have of giving it (ingame chat logs and data are the big ones, and one of the Blues confirmed a short while back that they do browse third-party websites to get a feel for the community's thoughts without Blizz present) and the people who're into the game enough to post on even a third-party fansite like MMO-C and the o-boards are a lot more hardcore than the median WoW player.
I can sympathize that for more hardcore players, the changes marginalizing them can suck, a lot. The problem is there are simply overwhelmingly more casual players than there are hardcore players, and the market's been shifting since 2008 to capitalize on that market in earnest. Before Wrath, the lion's share of WoW's budget was going toward content for the top 1-5% of the player base with everyone else basically told to go sit in the UBRS/Kara corner unless they were lucky enough to get poached by a guild doing TK/SSC (which broke many guilds up due to Kael and Vashj). Since 4.3, LFR has basically made it viable again to pour dev money into big, epic raid environments with crazy visuals flying everywhere because now they're developing raids for a much bigger portion of the player base than they were traditionally.