No, they are, “I don’t personally like games that are designed around leveling once and freely swapping skills at endgame to experience the skill variety.” Fortunately, this game is not being designed that way, from what I can see.
Fortunately for those who do want a game designed that way, D3 still exists.
I don’t really care if you think they should make a different game. That doesn’t make this a bad design or some uniquely selfish desire on the part of those who want a game designed better. Asserting that you don’t want to level the same class twice and therefore the game should be made so that you can skip leveling is silly, no one would take you seriously if you said that about most of the other systems. “I don’t want to find endgame items twice, so all items should just have an iLevel and then let me freely swap their stats around, scaled to that iLevel.” “I don’t want to beat the capstone dungeons twice, so beating them once should unlock the world tiers for my whole account.” “I don’t want to walk through the same dungeon twice, so I should just get to teleport to the endboss each time after that.”
It makes sense to let players skip past content that is the same every time, like cutscenes, or to let them take different paths through dynamic content with static shells, like overworld zones. In D3 leveling up a character was basically static content: you got the same skills in the same order with the same power levels, with a bunch of trash gear, and only as you reached max level did you start to have a way of differentiating yourself.
“But wait, why don’t they just design the game to make leveling fun and also let us respec for free?” I think in order to do this, they would have to create separate modes and develop content for each, because as I pointed out, the features desired by each type of play are different (endgame build-defining items vs lower level items that remain viable at endgame, fast leveling to max + many tiers of challenge with continually refreshed content beyond max level vs well-paced leveling with tiers of challenge and fresh content along the way, balance patches that shift the meta around vs balance patches that only step in when a build is way out of balance, skills and mechanics that are defined by their endgame viability vs skills and mechanics that matter as you level). It’s possible this could be handled by seasons vs eternal by having free respecs only in eternal and having seasonal patches with content for both modes.
So again, I don’t care if other people get to respec for free, I care that having a game where endgame respecs are free warps the design of the game.