Let's be honest here: Asmongold may be an extreme over the top persona of a man that lives with his mom and plays WoW all day. However the person behind this also likes playing WoW, but has to see his favorite thing devolve from bad to worse. The worst part is that there is no course correction, and feedback goes unheard. This is frustrating, because it's like you are talking with a wall. He's not the only one, though: Preach did some videos with the problems he saw in the BfA beta, and people roasted him for it. But Blizzard didn't listen back then, and Blizzard doesn't listen now.
The sad truth is: The people that originally made WoW were MMO players, mostly EverQuest. Especially Allan Adham and Rob Pardo. They thought they could make "a better game", and some of the things were really polished from the Vision(tm) EQ had. For the current devs WoW seems to have been their first MMO. They seem to be immersed in some particulars of MMO design, but have lost the overarching view what makes an MMO work: social cohesion. We're not here for funny raid encounters or the great storytelling, we're here because we can play with other people.
Also, the big elephant in the room here that no one talks about: Wenn WoW was made Blizzard was independent and they made their own decisions. The current developers however seem to be stuck in the quagmire of decision making in a billion dollar corporate environment. I can guarantee you that they have to write "cover your ass" letters for their designs, on how their design "forms habits and improves the daily user interactions", which they then can flaunt at their quarterly investor calls. Complete with spreadsheets on how long it takes a player to progress from start to finish of the content, and how they timegate it in daily bite-sized chunks to maximize player retention. Also pay attention how they take out anything skill-based out of the single-player content, e.g. the leveling/campaign and world quests. This is modern casual mobile game design 101.
The dark truth is: only people playing this corporate metagame are promoted.
I can feel for the developers who are stuck with this, because I believe they don't want to play their own game anymore. And it shows.