I wasn't distorting the manifesto.
Naturally they were talking about repetitivity and boring grind, not just "any kind of grind".
In GW1 you had fun grinding at end game because usually you were using these really high risk, high reward builds that required a good amount of planning and/or decision-making, because in some of them a wrong decision and you'd get one-shot.
Furthermore, grinding end game in GW1 was hard and rewarding.
That really doesn't look to be the case in GW2. You really grind in the worst definition.
Lots of bosses designed in a way where the only threat they present to you is in the form of one-shots, and to get to the boss you have to go through an endless stream of of uninteresting, repetitive trash packs.