That's missing the point though. Its introduction was a marked change in server/player culture that only accelerated over the next decade; players didn't want to put effort into something that took time, they wanted it now.
I went back and played a little while ago. Dungeon Finder was near instant, and would stick me in a dungeon I had zero context for. Magically transported there. Nobody was from my server. No conversation/chat. The encounters/dungeons themselves were utterly without context (I never had a clue where they were) and felt like clicking through to get loot with no sense of storyline.
For me, that's a huge negative. I remember that the dungeons on the shattered plains (i think) specifically revolved around the shattered hand orcs or whatever. They synced with the area and the quests I'd been doing locally. It felt like a cohesive world I was involved in.
I cannot argue that the new system isn't efficient. It got me playing and it got me loot. But I never learned anything about anyone. I never engaged with the story. I'm just old I guess xD
I don't see it that way. I'm cool with things that take time like moving up the ranks in Mythic+.
What I didn't like was the forced socialization. I'm fine with my IRL friends, I don't want a bunch of people pinging me when I login to Wow. I just want to login, group up for a Mythic and log off.
And some people are lonely and would prefer the game design which forced them to socialize with others (or forced others to socialize with them). You can't please them all.