I suppose.
But does that mean that you don't think this change is the issue - but the issue is really having a grindable - non "gated" resource? Meaning that someone who plays a LOT has a bigger advantage than you? Or perhaps it is because it's "expected" from certain guilds and such, to have a certain AP level?
We could compare it to say, valor points a few expansions ago. It had a cap IIRC so you could only earn so much per week. Would that be better, or would you then feel "required" to reach that point each week?
I believe Blizzard said something about this a few years ago, in fact.
I don't know what's best. I like logging on and being able to farm something to improve my character whenever I play, then log out. I've never really liked logging on, farming something to a cap, then not having anything to do for the rest of the week. Mind you - I've been both a casual and been in a top 50 guild throughout this game, so I suppose I can represent both a part of the casual player and the "hardcore" player. And the casual part has by far been the most enjoyable. Not sure if this is relatable or not, just mentioning it.
I can see the side of this story that it takes away a QoL part of the game. But I can also see how it removes a big part of the social aspect. Personally, if I have to find a group to a dungeon, or a m+, there is always some sort of communication involved with the players I encounter. I enjoy that. With this WQ aspect in mind, I can't remember one single time I've communicated, or someone else in the group has communicated before, when or after we've completed the World Quest. I'm not saying it's not possible that you, or someone else has - if you have then feel free to share, but I do believe this might be the 'standard' for anyone using these addons for World Quests. You click a button, group up, but would you have noticed a difference if you were grouped with bots instead of real players?