I am not entirely sure how you joining a guild run that has everything on farm challenges my point. Of course when things are on farm status you get more efficiency. But even in a farm environment this is still less efficient than doing m+ (maths below as this isn’t my main point).
The argument that people should raid for the ‘feeling of accomplishment’ and not care about what rewards you get is complete garbage. In the world of video games and rpgs these are inseperable. It used to be that killing a boss typically provided a nontrivial power upgrade to your raid team. (In before spurious terrible itemization examples). It made you feel like your character was progressing due to a challenge you overcame, not some luck of the dice. This is a core component of any mmo/rpg. Today this feeling is only reserved for mythic raiders. We kill new bosses on heroic and get shards or, in those special cases, sub-5% upgrades. And even these upgrades are typically placeholders until we get something WF/TF from another source. It’s hard not to feel like normal and heroic raiding are a waste of time and energy. The system we have now rewards rolling the dice as much as possible, not overcoming challenges.
Maths: Raiding vs M+
Say it takes two hours to clear BoD on farm but not majorly outgearing. For us that is 18 WF/TF opportunities. Alternately we could do two m+ groups running 12s, 3 runs each, 3+ drops per run. Same 18 even assuming we don’t get ‘bonus’ pieces. Then add the fact that m+ awards weekly cache plus residuum, residuum that makes BoD Azerite mostly obsolete, provides opportunities for every stat combination, and can be run with zero lockout.