Pretty much. And a lot of those choices feel like legacy designs from when it was originally going to be a forced PVP game. Once you removed that, then they became barriers to enjoying the game.
Looking at Tearofsoul's list and changes they have made or will be making, speaks strongly to the fact those have all been massive reasons behind players leaving (especially early on)
Fast travel stone + no mount: Latest PTR patch has them adjusting fast travel base cost to 20 and removes distances+weight penalties, but doing it this late in the game's initial release was a huge mistep
No central market: They made the markets shared across all settlements a couple months ago. However, because of the non-central market + storage issues + transport issues, they made players pick Everfall and Windsward as the "main" hubs due to their centralized locations on the map. This in turn made people buy houses there. As a consequence, even though they have linked markets and soon will reduce transport costs, player behavior has them going to EF+WW still, which leaves the other settlements more impoverished. It will take a lot of effort to "break" that habit
Bank/storage + weight system: They haven't addressed this yet, outside of removing the weight penalty for fast travel in an upcoming patch. They are massively slashing housing taxes, though. Max tax is 1% in an upcoming patch, so the absolute highest tax for a t4 house (which holds 4 storage chests) will be 200, which can be further reduced by faction or territory standings. While that doesn't fix the issue, it does at least make expanding your storage somewhat cheaper than it was.
Dungeon stone: This again strikes as a legacy feature from the old forced PVP game model as a means of limiting people from doing shit in instanced areas. They have really chosen the orb hill to die on, though. They've reduced costs on orb crafting multiple times, but they still require materials that are expensive. And they recently added the ability to buy orbs off the faction vendors, but that is still limited to 1 per week. As a result, players charge people for spots in a group. While I appreciate being business savvy, the idea of paying to run a dungeon is extremely offputting to most people. Plus the new Mutator system has a lot of issues with it: Your ability to do mutators is restricted by your average gearscore, and they fall into the Mythic+ trap of WoW where running higher mutations becomes extremely niche because no one wants to risk their mythic 6+ key.