Yeah, i wasn't really trying to design a solution. It was just an extreme example to say "people don't really care about the content, they want the optimal reward path". Even if yous et up a system where doing everything counts, people will just figure out what's the fastest and stick to that. Much like how Covenants were designed on the premise people will choose based on preference and not performance and we all have seen how it ended.
It will always end like this. If it was a currency faramable in multiple places without a cap, people would feel "forced" to do everything to sta on par even if they don't like it. My point was just that M+ are not popular because of the content type, but only because a) they have a consistent and streamlined reward system and b) they require literally zero commitement to the game as you could be done by doing a couple runs a week that don't even need o be "successful" (as in beating the time).
The only real solution to this is for Blizzard to make gear less relevant. And in M+ it is already in a way, since the ilvl rewards are way higher than the one you need to complete certain content, and after a threshold it just scales up based on skill and will of the players. Which i find totally perfect (plus it has also a currency system that works also as BLP).
It's the raids that have at this point a very outdated and not really "fair" difficulty/rewards scheme. I'm all for setting HC the same as 15s and design Mythic the same way M+ past 15 is (maybe even with scaling difficulty? don't know if it makes sense mostly because a raid takes hours to clear compared to a 20/30 minutes dungeon run).