Again though, that was targeted at the concept of the old school grind. The feeling of progression being a huge part of the reward with this model. In this case, perhaps it's that sense of relief that you're one step closer to being done with something you have no idea how long will take to complete. It's somewhat along the same feeling in Coil that people get when, for example, a drop happens that YOU can use and want. Isn't there that sense of relief that not only did you get it, but you have thus "beat" the system by avoiding the unforeseen amount of time it would have otherwise took? That's the old school reward system, which is actually why MMORPGs were so dear to people in the past. It gave you all of these senses and emotions lol. You legitimately celebrate when you beat the odds... usually. Animus does not do this for most people, simply because you can track it (the primary difference between the two).
I agree about being able to track your progress effectively being a lot more friendly (to the extent that you can more or less predict when you'll finish). That's the newer model of MMORPGs. For today's generation, that's kind of what people expect. If it isn't along the lines of how Atma is now, it's too much of a grind. When Atma/Animus first came about, the drop rate was "fine". Alternatives existed (Zenith, followed by Levi EX weapons, was good enough for progression sake) and matched the content difficulty to acquire them. Many people were turned off by the low chance to get Atma, which resulted in a lot of burn out, but that's not exactly the fault of the developers. That is, assuming players don't expect them to baby the player base and be concerned that players will play way too much when they design content... no developer should have to worry about that, unless again, we aim to be babied and think of SE as our parents, always watching out for the poor choices we make. To those of us that lived through the old school grind over a decade ago, we kinda laugh at the fact people still can't control themselves (since that existed back then too).
SE's decision to finally up the Atma drop rate is an example of the proper design philosophy that I was talking about. When there is so much content available, along with very easy to obtain alternatives, the old school grind DOES NOT WORK. Their decision to bring it back again however, with the latter Zodiac stages, just showcases another example of their inability to properly implement it. That's speaking from the outside though. I do not know what limitations they have, what restrictions are in place, exactly how much of a percentage of players are doing old content for relic, etc. But even of those hindrances are legit reasons, it doesn't change the fact that the Relic quest, as a whole, is widely seen as extremely lackluster for what you get out of it (digitally and personally).