Enmity management didn't really exist in this game, even historically. What we did have was snap aggro checks.
As a tank, the point when you're most at risk of losing enmity is when you grab aggro. We've seen a move away from mid-fight adds, likely because it simplifies the dps balance and allows for tight numbers which the community is demanding. There is no Shadow of Meracydia spawn waiting to oneshot your healers. And even when they did exist, the primary challenge was in accurately remembering the spawn points.
Enmity itself exists only because we don't want tanks doing as much damage as DPS. Additions like tank stance and even enmity combos were just traps for newer players who didn't know any better. It also meant that tanking was more of a knowledge check than an execution check, because you were rewarded for things like knowing to keep stance off and knowing to use strength melds/accessories. And while there are surely some players who would benefit from a return to such a system (big fish, small pond), it's not actually a satisfying one in the long run.
If you're looking to introduce more skill checks on tanks, you might as well make the dps rotations more complex and involved, as well as giving tanks more potential to contribute to total raid DPS. The more you do this, the less a supplementary system around enmity is required.
I get concerned when I see threads like this pop up, because they're usually a mix of rose-colored glasses and straight up misinformation. There was even someone extolling the virtues of TP, of all things, earlier on. The problem with simply tuning these things out is that bad ideas like this accidentally get implemented on occasion if you ignore them. You have to actively speak out and put a stop to it.
