It’s not that, but that almost no one cares about trying to be the best at an old game.
Old raid videos demonstrate that even the best players in Vanilla’s prime were pretty terrible by the impressions this forum would give you. So many bosses with no sunders, keyboard turning and clicking, classes in gear that’s not even very useful for them, ‘bad’ debuffs on bosses, etc… Still, they down the boss, still they have fun.
However, I fear not the hyperbole and stigma, because it will pass. Once all the best players roflstomp their way through everything from MC to naxx, meeting their goals…then what? After all is said and done, in a game that is going nowhere further, then what? It’s difficult to find any reason to care about getting left behind to doing something suboptimal.
Nobody is saying vanilla didn’t have flaws, that developer intentions often failed to manifest as reality(such as paladins being a supportive melee fighter, which worked, but it was simply easier and more efficient to play them as a healbot), but they are saying they don’t particularly care.
At all that stress and hard sacrifice was already done long ago. Now people can actually just play the game.
That’s the thing about meters; they only give raw data, but no context whatsoever. Logically, whatever throughput gained by throughput-increasing buffs or debuffs a player provides can and should be attributed to that player, but meters cannot do that. There’s a great deal of brain-wracking math to discern just how much all those salvations and nightfall swings actually give. Add those salvs to the paladin’s inherent damage and it bumps up their value as a DPS quite a bit. This is why paladin tier sets were overbudgeted with a variety of stats up until T2.5 and T3.
It’s just a whole lot easier to glance at meters and see those warriors and mages are at the top of the totem pole, and the paladin is near the bottom, and assume the paladin isn’t doing anything while the warriors and mages are doing everything.