Mostly disagreed.
1)the paths aren't randomly designed. They usually have some cohesive logic (single target dmg, raid style healing, competing abilities that are interesting if taken together but hard to, so some times it'll be good and sometimes you're better off focusing a path).
2)its not that cluttered. Most of the nodes are pretty simple and if you cba figuring it out, go to a guide, that's what they're for (but absolutely not needed). They're less cluttered then having it all bunched up in different azerite/soulbind/covenant picks, and easier to replace.
3)its not all that hard to balance then current form, and possibly easier when its a single system that interacts with itself rather then 3 seperate "talent options" in SL/bfa (regular talents, covenants, soulbinds, azerite, azerite essences...).
4)You'll need to switch them around for mythic raiding fights and perhaps for arena, in m+ you can't, and anywhere else you won't need to. That's called options, and legitimate options can breed fun. You're unlikely to suffer from this in any way.
5)I liked mop too but because it had really cool class gameplay and warlocks were extremely well designed. That can still be the case, interesting talent trees don't stop blizz from reproducing that, rather an intentional desire to make rotations shallow and limited to "st/aoe". If they wanted to, we could have had both awesome class gameplay and awesome talent trees, but at least we get one.