If things are being added to make life easier, then the user isn't being ignored unless the user base never asked for things to be easier, which most definitely isn't the case for WoW. Though in this case "easy" is probably better termed as less janky and poorly implemented, as was the case with vanilla WoW and TBC. I'll agree that new avenues for attaining gear have been added, of course, but I'd say that's actually a net positive for the game overall - giving some subsets of players a means of alternative if limited progression changes nothing for the majority of players unless you define your niche in the game by exclusivity instead of personal achievement (e.g. you can't be happy winning and you need other people to actively lose).
In terms of your anecdote above, I think that's a pretty cynical standpoint, but it is what it is. Applications should be intuitive and easy to use, not arcane and impenetrable without specialized training, most especially if you want your application to sport a diverse user base assuming it's not already a specialist tool specifically for specialists. I actually work in UX design for web applications in my real-world career, and there are a lot of engineers who have similar mindsets to yours, taking pride in piling on complexity as some kind of challenge to users (often spoken with a sneer), as opposed to creating fluent and accessible interfaces that are a breeze to use. That kind of mindset doesn't tend to last long in the business of application development, though; customers don't want it, and their peers are often forced to go back and redesign their work which just creates more work for everyone.