Actually, totems are magically imbued objects, just like our imbued weapons. A totem is imbued with a spell before usage, and activated after dropping it, which is a physical act. Totems can not be dispelled, like spells, but can be attacked, like physical object => no spells.
Furthermore, totems were a huge lump of disadvantages even before the silence nerf:
-They are immobile. Except totems, few abilities in the game are immobile, and usually that's because they are aoe effects (aoe dmg or snare). Immobility is especially horrible when having your elemental pets out, but are forced to move a lot.
-They can be easily destroyed, which is far worse than being dispellable, because not everyone has offensive dispell, and those who have cannot usually chain spam it. Everyone can oneshot the majority of our utility, wether through autohit, ordering a pet, wanding, or a instant cast spell.
-They are restricted in that you can have only one active per element. Outside of totems, there are few abilities in the game that exclude each other. This makes synergy between totems very restricted, and feels like poor design.
-As if all of these drawbacks weren't enough, blizz decided to judge attackable sticks as to hard to counter, and made them unusable while silenced.
There is no class mechanic in the game worse than totems. Period.
If they
were spells, like you say, the silence nerf would've followed the change to make them an effect on the character (which would mean they would be unattackable, but dispellable, mobile, and unrestricted by elements).
The three original drawbacks (plus totems working only in your 5-man group, even in raids (this was removed during wotlk beta, I think)) were implemented in vanilla with totems original design in mind: long duration effects and no cooldowns. Destroying a totem wasn't bad, because you could replant most of them. Elemental restriction was justified, because having like 15 long duration group buffs at the same time would be totally op, same with immobility.
None of these three restrictions were lifted or altered in any way since vanilla, despiute totems changing from long duration/no cd to short duration/cd abilities, in other word: utility cooldowns, just like a rogues.
Note that in comparisson to our utility, a rogues' is mobile, undispellable AND unattackable, unrestricted by elements (or a rogue-matching restriction) and usable while silenced, in other word: not a single disadvantage.
In short: Rogues have excellent utility, while ours is crappy.
Totems are the least convinient package for utility in game, and it was a kick in the shaman nuts (with run-up) by blizz that after 7 years or so of totems getting gradually weaker in comparisson with other stuff, to be nerfed some more, obviously with nothing so much as the slightest thought that totems were already in a bad spot. Talk about knowledge of a class.
Totems are NOT spells. They have a unique design, but the only thing unique about them nowadays are their misplaced, outdated disadvantages. Their advantages faded through homogenisation more and more in the betas.
One such advantage was grounding totem, which in its original form could continously eat an harmful enemy spell as long as it was not one dealing damage (in that regard it was superior to spellreflect, while not reflecting a spell back, as well as having totem disadvantages = balanced. now it is just a weaker spellreflect with crap on top). GT being attackable was justified in that you had to do that to avoid getting half your spells eaten (and you could totally faceroll noobs like this, as you should be able to, if they are to dumb to destroy a totem). I remember a mage in alterac back then who tried like 5 times to sheep me. 3-4 were eaten by GT, one I interrupted by Earth Shock...and then he died, as I pummeled him to death slowly
.
Another two were old Tremor and Cleansing Totem. The latter was removed, the former turned into a cd though.
Another was old WF totem, which allowed ridiculous dmg increase on melee allies (like stormlash for melees only, but 100% uptime).
Totems would need new unique advantages like above over other, similar abilities of other classes to justify their drawbacks. Or they would need a serious tool-kit making totem-handling a rewarding feeling.
...Or they would have their drawbacks homogenisized to other, comparable abilities (obliterating totems as unique abilities).
(1)Because it can be destroyed, (2)because it has a cooldown, (3)because it is immobile and (4)requires line-of-sight for the entirety of it's duration, (5)because it prevents other water totems from being used while it is up?