Part of the problem is generational. People that never played without VC can't understand or relate to what we're talking about. If you started your MMOs with WoW and vent, your foundational experience is exclusively in this realm, and to you, a world without WoW gameplay and VC is too different to understand.
EQ was never about the game itself, but what came about through and by the game. You never really gave two shits about being a few percent more efficient by pushing backstab faster. Efficiency was cared about to a point, but it was never about this continual, non-stop push to get smoother rotations, faster cds, or anything. It was more RP in the sense that the game served as a conduit for social interaction, and again this social interaction was amongst the characters in Norrath or Brittania.
The old designers, intentional or no, created game systems and mechanics that let players create their own stories and situations within those mechanics. By create I don't mean a stupid tool or application. I mean it happened organically through the mechanics - which is how it should be. UO dumped a bunch of skills on you, gave you a world with harsh rules, and said go. EQ was more structured yet similar. The WoW designers impose their will on you and your choices at every single turn and step within the game. You have no choice, no ability to change or affect anything because they removed those social mechanics that allow stories and situations to arise. I'm all for new technology, but you don't need new tech to give this to players. Storybricks may be great, but it isn't necessary. You just need good designers and the fortitude to go against the marketing monkeys, but neither is anywhere to be found in this industry today.
An example of this was a guy named Jack on my UO server, Catskills. I remember this piece of shit to this fucking day, and this was over a decade ago. I remember what he wore even. My buds and I would always go Hythloth, and this fucker would trap me by sitting in the doorway so I couldn't kite from the Balrogs. This happened constantly, and later erupted into wars with him and his guild. So I knew this guy only by what he did, what actions he could take within the world, and these actions could only be done if the designers designed the mechanics in a way that, again, allowed these stories and situations to arise.
Another example would be the player-run orc fort on the road to Yew. There's a million examples such as these, and these examples are not found in WoW, in modern MMOs because they're designed out for the McKids.
That's why this industry fucking sucks, and the designers equally fucking suck for allowing the beancounters to dictate shitty design to them. And we, the real players, lose.