That's the problem with instant gratification formulas and reason many MMOs don't allow "stat resets". Once people find their ultimate build, they loose interest and move on.
That's why stat resets were done the way they were. If people kept changing stats every other day, they would find the perfect mix to do any event as long as they plan for it. AKA cheat character. So the team eventually made stats so small and capped.
If you want to get into the whole matrix theory of people are happiness when they don't get what they want, this is the best empirical evidence we have. Most private MMOs that let people stat reset tend to die really quickly. But official servers that make them work for their dream build...well that's different.
You talk about new age and all that, well here's to people leaving eh. A flexible job system and a flexible stat system turns into one of those stereotypical "win" buttons. People get bored and leave.
It's also no fun for a battle planner to make this big bad dragon, then a guild comes in equiped with a full Defense tank, and full int mages, then once it's all over people go back to partying with a str/dex builds and stam/int builds, then they do crafting, with full dex builds...
Let's throw in the old RagnarokOnline building example:
Everyone wants a blacksmith, but a full item blacksmith requires all Luck, so they can't level themselves. So there was a whole sub-culture based around the sought after full luck/dex blacksmith.
Now let's take the fact that you can reset stats. Full warsmith, then full luck smith. Anyone and everyone has a blacksmith, people get bored, economy crashes, RIP.