Lack of a cohesive vision was a pain, but it's hard to pull off when you've had so many developers over the years, unfortunately. I legitimately think given time (a lot of time sadly, way too much), the team we had prior to layoffs could have made things more sensible, but you're pulling the rug out from underneath people who are used to the way things have been for so many years, so you have no idea if it will be well received or not, thus making it hard to justify.
Then you also have things like feature requests that were clearly misunderstood when they were implemented (eg: "The damage from this ability is harder than normal to mitigate" reducing your % damage reduction rather than affecting the amount your resists contribute to your damage reduction). Little things like that add up.