I’ll answer this a bit more broadly perhaps:
Vanilla WoW was a game made in 2004-2005. This is well before microtransactions had plagued game development and game design. Well before “phone apps” had tainted how games “should” be made. Games were still being made for the joy of the game… transporting us to new worlds, taking us on adventures.
It was also fairly hard. Don’t get me wrong. Vanilla wow is also a very easy game. But it’s also a very hard game (take off your glasses looking at this game from 20 years into the future). It takes time to travel places, nothing is quick, nothing instantly rewarding. You earn things through time invested into the game. You earn things through natural exploration. It feels rewarding, and at the same time sufficiently challenging but not too hard either.
The game industry changed forever in 2010 when “apps” took over. Microtransactions were already starting to be introduced into games over the years preceding, but there was a huge shift in game dev around 2010. Games not only optimizing for microtransactions and recurring revenue, but also to a new audience of gamer. Pushing out the old school gamers in favor of a more casual, accessible, distracted, ADD gamer who plays primarily on their phone (have you seen how much revenue Candy Crush brought in for Activison Blizzard King??? Go look. You’ll understand why they don’t care about Warcraft once you see the numbers).
You can see this as Blizzard released SC2 around this time, and is arguably the last “pure” game they made. Every game and release since then has been designed around generating revenue for Activison Blizzard. It’s not enough to sell a game once for $50, or even to sell a game for $50 with a $15/mo sub. No no. The game must be designed to get there customer to open their wallets and spend more money.
That’s where the development and design resources were allocated. Not making the game, but rather optimizing on revenue for their shareholders.
Sadly this mentality plagued gaming at large imo. There’s still pure games out there (BG3 comes to mind) but many games today are so watered down, not exciting, not innovating, and are optimized to milk your dollars.
Where this relates to retail wow? I just don’t think they really care about the players game experience. They care about how to get you to spend more money in game. They add safeguards and guard rails to make things easier, to make things have more instant gratification, designed to keep you hooked and ideally spending more money. I realize that M+ and such is out there and not for the novice player, which could be a counter argument. However I still believe that at large it comes down to how development resources are allocated, and what matters the most to the execs and shareholders.
Sadly this isn’t just seen in WoW. Perhaps I’m just a jaded old dwarf… but the state of the video game industry since 2010 has been on a consistent decline. There’s a reason indie games had such a massive impact during this time too — they are typically games made for the sake of the game. People miss that and want that. We just won’t see it from these big blockbluster studios anymore (save you a rare game like BG3, or maybe a new GTA entry, or what have you).