This comes back to the devs' eternal crusade against friction when it comes to job gameplay, RNG is simply a part of it since you might get lucky with your procs or you might not and having to adjust on the fly makes it very much not smooth.
I will say that those examples of "a lot more proc based" are all a lot of individual RNG, but few of them are examples of proc-based job gameplay.
It's highlighted in how you say that RDM kept some of it's randomness, that is true, whether you get a Verstone or Verfire proc is random, and the energy income is different based on that, yes. Does your gameplay change in a nontrivial manner? No. Your rotation is a static one, with Jolt being a fallback to the procced spell if those aren't available. There is a marginal difference because of the difference in energy income, but even in just 1 minute of gameplay the proc chance is so high that randomness in production makes ~0 difference.
This is maybe what I mean: FFXIV does not have proc-based jobs. And it never really did. It had jobs with procs, but those procs never centered the gameplay around them, quite the opposite, they were glue in the gaps between the static nature of each job (and hence once those abilities got sanded, the glue could be removed). There is no job that has as gameplay rotation centered around procs or randomness. Neither did old AST btw, as much as it gets carted out as an example of "good RNG" - that's not the same as non-static-rotation gameplay.
Now of course, static rotation isn't bad. At all. It's a staple of class gameplay in MMORPGs, it's just supposed to be one of multiple. Proc-based, resource-based, variable/random, those would be the other big 3 ones.
Though to be fair old AST sometimes got close to what'd be called variable-flow or dynamic-flow, as the amount of weaves needed to "fix" your bad draw could get excessive and push other gameplay elements aside. But importantly even that was questionable because there was no "win" you could likewise pull where you get extra powerful. You could just have a mess, or not. And you wanted the 'not', with 0 exception. There was never an "Oh good, I pulled absolutely rubbish, that's awesome!" because no meaningful improvement in power output came from a "bad" pull.
They had a chance to provide this with Viper, but very actively decided against it. So I guess it's safe to say that static-rotation it is. But importantly as long as it is, I don't think job design can ever become better than this constant slow devolution of weaving in an otherwise static context as fight design needs tighter and tighter tolerances to produce further content and more and more jobs need to be added with exactly 0 niches they could fill.
(sorry, back to topic now >.>)
Not only RNG. The community frequently complains about anything that might even superficially impede on MUH PAAAAARSE QQ.
Melee DPS actually having to worry about melee uptime? Naaaah, just keep pressing your rotation mindlessly.
Caster DPS actually getting interrupted by having to cast something? Oh come on, why not just make everything instant so I can keep pressing my rotation mindlessly?
More oGCDs to weave than can fit into the window covered by raid buffs? That's just unfair, combine them!
Having to weight the tradeoff between marginally more damage and loss of uptime? Can't you just remove damage from gapclosers SQEX, thinking is so haaaaaaaard. ;_;
At this point I feel that even if SQEX ever were to try improve the combat system and say, evenly spread the existing damage jobs over the four underlying archetypes of damage gameplay (static rotation, proc based, resource based, adaptable/variable), people would just implode from confusion. WDYM, this job cannot be played optimally no matter how hard I try? :')
Sure, these changes are because someone, at some point, complained about it.
But we have no idea if this was actually a majority opinion or 3 random people in a reddit thread, especially lately it seems to be the latter.
It still ultimately falls to the devs to determine whether a complaint is actually valid and worth or a few people being salty that they can't get their 99s.
And even when a complaint is actually valid, they tend to shoot so far past the goal almost every time that it becomes frustrating.
Instead of fixing the tiny issue within a role or a job's kit they just throw the entire thing into the trash.
It's a very, very common complaint.
As someone very salty about how DRG got butchered this expansion I agree that the devs could do much better in regard to which feedback they're listening to and how they go about implementing it.
For me it's in particular the final part.
Because on the general idea "Yo just weaving 240 things every 2 minutes is bad design" I could not agree more. Not only because if I rote-press 3 buttons in 2.5s instead of 1, all that does is cause me carpal tunnel faster. There's no gameplay there, we're not Starcraft pro gamers, our APM is not rated by the game's commentators in the form of two Lalas after each dungeon run. There's no mental effort behind pulling the same utterly static sequence of oGCD weaves every burst window, beyond seeing some flashy animations cut off halfway in for other flashy animations that'll usually get cut off.
I'd prefer an actual fix to the issue though. A non-trivial, non-static, somewhat brain-requiring main rotation that however lives mostly if not entirely in GCD space, where oGCDs are for non-damage or self-buff elements, not actual attacks. Move all the flashy animations to those GCDs, in particular the ones with long CDs. This way they can "breathe" and actually show their animations, too. But most importantly, remove the entirely automated nature of the rotation with it's excessive oGCD weaving adding nothing to it.