Eh, I think it’s not quite that simple.
Even back in vanilla towns have had some pretty OP guards. Yes when the game literally first game out neutral guards were pretty weak but you couldn’t kill them without reputation penalties that could make you kill on sight to the guards eventually.
But they updated it during vanilla, giving the goblin guards LoS ignoring guns to knock people off roofs, nets, AOE 60 second duration slows, and don’t forget the guards at Light Hope’s Chapel who would basically all charge the poor player who initiated combat and spam them with knockbacks until they died in 2 seconds.
TBC added air guards that could spawn which would hit you with an attack that dismounted you and put a DoT on you and knocked you back really far.
TBC also added the first sanctuary city.
In Wrath they continued the use of sanctuaries and expanded it to include the new quest hub in the Argent Tournament.
Can’t speak for what happened through most of Cata and Mists, but here we are today.
Now as to why I said it’s complicated? Well if you make it so people can’t even turn in any quests because the guards are too weak, people will just turn off war mode.
We desperately need more people to be in war mode. We certainly don’t want to give them a reason to leave it.
Contrary to what some people believe, most of us who love world PvP don’t go around the world looking for PvP 24/7. Many of us want to be in PvP while doing our quests and such so that we can organically find fights out in the world.
If you make it impossible to quest, especially for something like a limited time anniversary event, then people will just turn war mode off and might never turn it back on again.
World PvP lives only because people opt into war mode. Neutral questing towns should have guards which still allow ganking, but make it risky to do so. I actually don’t think that neutral guards should be so OP that they always kill people, you should be able to live to get away but if the other player fights back you’re going to be struggling to kill them and live yourself.
Part of PvP is learning how to gank in towns full of dangerous guards.
I think neutral guards should be something you run from, not tank 6 of them without breaking a sweat.
I think neutral guards should have a slow, a net, a dot, etc but have some sane cooldowns and durations so they can’t just spam it even if there’s a lot of them on you.
Neutral guards should make somebody think twice about attacking another player, but not make it impossible to.