Maybe not an FPS, but it’s definitely more of an “action” RPG than it used to be. Class design has been focused more on “hitting as many buttons as quickly as possible” instead of conserving mana and performing smart, well-timed rotations. A big culprit here is the concept of “a chance to reset X cooldown when Y happens.” It turned many classes into a proc-fest. Spells have short cast times, enemies in most solo content have short health bars, players have more self-sustain than ever before, more and more boss and trash mob abilities are based on covering the ground with damage zones, etc. etc.
You’re not too far off, frankly.