Ramuh EX
Leviathan EX
Ifrit EX
You might as well throw in Twintania by that mechanic, because it's the same thing. Push your DPS improperly and you screw your raid up.

It happens with Twintania when you end up pushing your DPS to the point where She transitions to Divebomb Phase while people are still in conflag.

Happens in Raumuh Ex when you push Ramuh into Add Phase while someone is still Chaos status.

And so forth.

Pushing DPS blindly is foolish and should be punished as foolish. That's an intended mechanic of the game and something you need to get used to. Gear makes it so that it's easier to pass the DPS checks. Let's use the same phases of higher DPS classes used effectively. Including Twintania and Haukke Manor HM

Haukke Manor HM: Higher DPS clears the Dungeon quicker overall, enables longer pulls. For the boss fight, knowing when to push DPS makes the entire fight quicker and insures adds that need to be low on HP are low. My group can do this without even a single mass charm.

Twintania: Higher DPS means Snakes and Death Knights die quicker and that pushed appropriately forcing Twintania out of Twister Phase quicker means easier fight.

Ifrit HM: Nails and pushing final phase.

Leviathan: Much easier to kill mage-Sahagain within a stun window, meaning stunning earlier does not cause a wipe with high DPS. Also makes Spumes die faster.

Ramuh Adds and the overall speed of the fight.

This isn't rocket science. If players were still guessing at hp% for certain mechanical triggers it would be a concern. But you can set the enemy's HP% to display on your bar. There's no excuse for bad DPS not knowing when to hold and push for transitions. If they're learning (or relearning) let them learn. Quit fretting over temporary failures and adapt. It's not that big of a deal.