There's a difference between timesinks and gameplay.
If a player does an activity every day for a year and wins every time, yet is still empty-handed at the end of that year, it's a time sink.
However, if each time they win, they get a little closer to obtaining the reward, it's gameplay.
Something like the materia system would be a time sink, but that's ok. There's no reason there can't be some time sinks. The difference is in XI, everything was meant to slow you down. Travel, the rate at which an average player could make Gil, reentry timers, spawn times, low drop rates.
It was all about delaying the player.
But XIV is given enough events that can be done on a player's own schedule, those optional time sinks won't seem like time sinks, because even they will be on a player's schedule.
For example, player a tends to log in an hour earlier than a scheduled event, so that's when they occupy themselves with time sinks instead of watching a moogles spin, while player b does the same for an hour after then event.
Time sinks aren't bad, just as long as it's not a main design focus used across the board.
