If it gives them the nudge they need to to realise that they have room to improve then that's a win in my eyes, from there it's easy enough to simply ask people or look up info.
I guess my point is that 90% of the game can be cleared even with comically sub par play and at no point does the game even suggest that perhaps you could be playing to a higher standard if you choose. Taken in isolation this isn't really that big of a deal, but given the social and team side of things it eventually throws up issues when these fresh players come up against EX/Savage content and wonder why they are suddenly so far off the mark.
As for having no idea what to do next, we have mentors (lol), we have FCs, we have shells, we have a significant community of raiders many of which are happy to offer up advice if asked and of course we have a multitude of people who spend their time theory crafting and cooking up guides etc. Getting advice isn't the problem, knowing that you might want to seek that advice in the first place is.
*edit* Just to add, this wasn't nearly as big an issue back at ARR's launch when the game had a proper progression of difficulty. The level 49 and 50 instances were actually rather rough making for good practice content for Titan who in turn acted as a gatekeeper and trial of entry of sorts for both your relic weapon and the endgame aka Coil. As things are, the level 60 dungeons are actually easier than the low to mid 50s stuff. Vault is a minor bump in difficulty due to a couple of rough bosses but that's about it. The only challenging stuff is typically 8 man and forgiving enough that 1 or 2 deadweights won't prevent a clear =(