The problem - and it's in my view the oldest problem in WoW - is that there are players who want WoW to be everything _they_ want in it, but what those things are is wildly different.
I'll explain what I mean.
I've played and raided every expansion + vanilla and did raiding progression through it all. All fairly competitive in the US scene and all since early TBC in exactly one guild (Tyranny). So I've cleared every instance, gotten every mount, did most of the bosses pre-nerf or pre-trivializing nerf. Reliably we finish between 50-85 and have since 2007. In Vanilla, I did most (but not all of Nax).
Raiding is the only reason I play (well, raiding, and the guild). And I've had the privlege of raiding with hundreds of players in Tyranny over the year and seeing the game get harder and (generally) more complex, and us have to recruit new generations of raiders and modernize older ones, in order to meet that complexity. But there are fundamentally different "raiding" models. I will attempt to band them.
There is the Vanilla model... which was poorly though out and fairly easily up until Nax, provided you "understood" the game which most people didn't at the time.
There was the TBC model that was evolutionary the course of it... one foot in the Vanilla model, and by the end of Sunwell, pressaging the comp-centric, CD centric, detailed-strat centric model that would become dominant in later years.
The Wrath model was an evolution of what we saw in TBC, and we saw the development of "Heroic" and "Hard modes". What was "right" and what was "wrong" started to be further figured out, and fights, like in Sunwell, started to require fairly detailed strats.
The Cata model, with the breakdown of 10/25 man was a clean slate. And class abilities with the new talent panel were all over place. I like to think of it as a prototype though, because soon after came the...
MoP Model! In my view, MoP had the best gameplay, best raid model. The best balance between fight design, minimax requirement, strat complexity, raid CDs. It was the best "raiding" expansion.
Then there is the WoD->Legion->BFA model. This is a departure from the MoP model brought upon by successful class pruning, then class changes, and also a change in raiders priorities. Complex, strat centric "execution" fights that require more than throughput become rarer. Fights become more "parse friendly", coinciding with the increasing emphasis of that within the raiding community. Most fights now are chiefly defined by the ability to do a fairly simple strat, have properly organized CDs, but execute whatever the fight requires while keeping extremely high throughput in order to keep the raid alive / hit hard damage checks. Most fights become the "ultimate test of DPS, tanking and healing".
I don't mind the current model... though I think it has handcuffed the kids of fights they do. I prefer the MoP model. I think it has the smoothest class design, and fights were built to make the most of the classes' depth of abilities. The thing is, if they reverted to the MoP model for raiding, many raiders would hate it. Truly hate it. They'd find it (A) boring or (B) frustrating. The gameplay has shifted from problem solving towards metered performance. AEP is a great example of that. Almost every "hard" aspect of it on Mythic, from first through last boss is "can your raid pump enough" (there are certainly "strat-ish" things to do to make every fight easier, but few are essential).
So should I throw my hands up and just say "fuck it?". No. I've made my piece with it. I loved MoP raiding. I like current raiding. In a place like Uldir, I've endured raiding, knowing that a shit tier happens here and there.
And that's my problem with the player who quit. I see it as highly inflexible. I play a BM hunter. Two of my current core BiS Azerite pieces are from the Azerite vendor - the helm and the shoulders. I had to get them in BoD, and then again now. And because I made some REALLY fucking wrong decisions with my chalk (sharded azerite in slang), I did Mythic Azshara with only the heroic ilvl version of them (I got mythic helm after... and shoulders will be in late December).
So I have lived how much the Azerite system sucks. But I deal with it. It is not a game breaker. Annoying? Oh yeah. But AEP was pretty great. Essences are pretty cool. Nazjatar and Mechagon were pretty slick. So the Azerite thing sucks for me now... maybe it won't suck next tier. And as for next expac, with the absence of tier gear... we don't even know what, if anything, the plan is for where Azerite is now. I doubt it's Azerite 2.0. But I also doubt they are "featureless" pieces with just stats on them. It's likely Blizzard doesn't even know yet.
And that's the core of my argument. I don't understand why anyone is discussing WoW - now in it's 15th year - in absolutionist terms. For any aspect of it. Have we not been around this block before? Do we not accept at this point That every expac has brilliant bits and incredible turds? Come back six expacs from now, it will be the exact same thing. They will try some stuff, and some of it will blow ass, and everyone will lament it isn't like their favorite Expac ever, World of Warcraft: Adventures on Lizard Island, which came after Shadowlands.
The funny part is, this probably has me coming off as some kind of ridiculous Blizzard fanboy. If you could Ask my guild, they'd tell you... I'm brutal at Blizzard. And you can see here how I felt about Ion Hazzikostas for Mythic Mekkatorque when we have a deaf raider on our roster (who so happens to be one of our best players). I think their stunningly incompetent, slow to action, and incredibly out of touch about the problems of their game. Chances are, I'll feel that way next expac too.
But I accept WoW for what it is. It's a Game that on it's best day is an 8.2/10 game, and on its worst day is a 6.5/10 game. It's never complete trash. But it is incapable of being anywhere close to Game of the Year. I just wish more players took a relaxed view about the game as a whole.