Strength not being on tank accessories does nothing to actually address the problem as a whole, and adding the piddling amount they got was a slapdash solution to stop players from imitating a meta that only works for well-organized teams of skilled players. Theoretically removing strength gains would only serve to widen the disparity between crafted and raid gear, not shrink it.
Of course, the next logical solution would be to stop tanks from melding strength altogether, then you certainly solved the problem... while simultaneously running the risk of alienating players from an already dwindling role population. Even in this scenario, however, one fails to address the issue of tank accessory drops being anything other than a complete waste of a run, because nobody cares about being able to survive a hit ever-so-slightly better compared to dealing more damage.
After all of this, however, one has to question what the actual point of all of this was, because regardless of the amount of damage tanks do, their DPS has to be taken into consideration when designing content. So if the developers don't reduce their overall workload, and players generally dislike being reduced in effectiveness, the prevailing question becomes: Why?
