You're missing the opinions of the people who want to play an RPG and are interested in the immersion and fantasy of recruiting new allies and gaining powers that speak to them, and are less concerned with their epeen and raid numbers. In addition to that, the people who like to just play games by making choices in the game itself, instead of reading a website tell them how to play the game. For example, I recall that in 2005 while playing Vanilla WoW (and for several years after) I would just build my spec based on what seemed like the best talents. Then a week later I'd change them up and see if I felt better about them. I'd try another one, and continue to * play the video game * instead of looking up a chart that did it for me.
The playerbase is the one hamstringing the game design because any time any element of it is a little bit compelling they clamor for its removal. I remember one of my raid members saying about essences in 8.2, "The fact that I can't sim these things and find out what's best just shows how terribly they're designed"... when in fact it's the exact opposite - the fact that a player might have to use some brain cells or pick what they think is great, instead of having a robot play the game for you.
I guarantee that for 95% of the playerbase, the powers and abilities will be tuned in a way that you can still accomplish all of your goals and desires, and if you can't it's a bigger issue with skill or needing a better group, etc. The main people that will have a problem are the professional e-sport players who want to finish a raid in a week, everyone else will be fine. The same was true of Azerite gear and Essences in BfA, and Legendaries in Legion - plenty of people accomplished all of their Mythic goals and content without 100% optimized perfect gear and items just fine. The design team offering up more choice and control over those things is great, but there should still be choice.