You seem very ignorant of how game design works and game development as a whole. You seem to refuse the fact that this is dev talk.
Core pillars are in every game its what give you rules/ideas for you and your team as you fill out your GDD, everything should stem from your core pillars. Every game has 3-5 core pillars, it’s how the designers approach their design philosophy when ideating a game. This is planned months/years in advance.
This is an MMO massive multiplayer online, if you don’t like that then you shouldn’t be playing an MMO in general, this is not the genre for you. Just because a core pillar isn’t “Focus on solo content” Doesn’t mean they’re not going to do something for that as well.
A good game shouldn’t be succeeding with more than 5 pillars for their game, if so their game might be overly complicated or something doesn’t need to be up there, such as features. If they don’t have more than 3, their game might be too simple.
You’re asking for an MMO to have a genre of “Singleplayer”
You cannot have massively multiplayer+Singeplayer that contradicts each other. It would break all their pillars.
Much like saying, FPS bullet hell + Tactical shooter. Those contradict each other the game’s core pillars would fall apart. You can’t have tactical shooting when a horde of enemies are rushing you down.
You can see the DOOM bible, you can see the OG Diablo GDD, the OG GTA GDD, and Alice’s return to madness/Asylum has 110 pages GDD, and each one has at most 5 pillars.
I hope you consider taking the time and checking out how game development actually works.
Everyone on the team has to be on the same page with what the direction is, the ideation needs to be clear and concise.
If I say “I want an enemy to charge the player from this distance and knock them back this amount of distance.” That’s still super vague and they might white box me an enemy that’s shaped like a boulder and charges the player model outside of the map. You gotta break down the look of the enemy, the number of frames you’re envisioning for the attack, the flow of the enemy the before, on hit, after, etc.
Game development takes a lot of time and clear wording to the direction they want to go with what they’re trying to do. Their whole goal is to see what success looks like for WoW. What do they need to make dragon flight successful?
Lastly, WoW is huge and WoW is OLD. It has so much content I’m honestly shocked the devs can stay so organized with the amount of prefabs id imagine them having. And the design philosophy has changed dramatically over the years.
Anyway no TLTR;DR
P.S. Sims 4 has extreme violence mods for murder