I don't see a change in this since vanilla WoW, nearly 2 decades ago.
* Endless grinds, like the 6+ month R14 grind were there
* just as PVE raiding requirements for player performance starting at least with AQ / NAXX
Casuals were stuck at repeating leveling of new chars to do anything, while the situation today is much more hiding the real endgame from the casual point of view.
People hit max-level and have something to progress, even if the real endgame is blocked with community requirements for time spend and player skill.
WoW was never different and much more unforgiving in the past, because the old-school MMO players were just used to hardcore grinds from other MMOs and it was expected that you like it or can deal with it (available time).
The latest retail WoW version still adds more and more casual focused changes and keeps up the illusion for casual gamers that there is something to do that impacts their character progression in a meaningfull way.
=> with the high ilvl jumps for endgame, it doesnt work that way, we all know it, but its a nice illusion and keeps everyone happy for the next months