No one needs to be "forced" to do anything at all. If you think the game is too easy, find a harder one. I know very few people who pick up a game like FFXI and think it's too easy.They do need to be forced at this point, and the Devs clearly agreed.
Also the devs didn't "agree" with anyone, they made what they made on their own, They have noted in the past "player feedback was that bla-de-bla-deblad" with regards to some updates, so if they were actually getting feedback saying "we don't want melee to be useable in Odyssey," and made this change as a result, they would have said something about that. But I haven't seen anyone say that outside of this thread.
And again, even if you want to argue that their solution to a problem (a problem I don't personally feel existed, but YMMV) wroked, that doesn't mean it was the best one or the best way to achieve it. And in my opinion there are vastly better ways to encourage people to try different strategies than simply say flat out "we made melee jobs total garbage for this fight, so don't use them." Part of this problem is that it also rules out non-meta playstyles that in some cases can provide different ways of beating something. For instance, as a summoner, I like to use my relic and make liberal use of skillchains with my summon and magic bursts. But making melee trash and/or outright unusable kinda throws that out. Which means my approach would end up being the same as the standard approach for summoner to any other content except half the time, they don't want us to do that either.
In the past we've had mechanics like periods of damage obsorption and such that make it trickier to use certain jobs without all-but locking them out. It ends up feeling more like "You must use this team comp for this fight because we said so," without any other in-world reason for it, like this kind of monster is immune to magic or that kind of monster has AoE melee attacks. Those kind of mechanics feel more natural, rational and logical, and less arbitrary.
Anyway, the point is, you can argue that their solution worked, and maybe it does, but as far as I'm concerned, their approach is bad game design and there are better ways to achieve what they set out to do.