Actually it's changed immensely, in a way similar to how Ninja has through the removal of 2nd tier Shadow Fang and Mutilate. You now only have cycles of exactly 3 weaponskills, rather than being able to stretch each cycle from 3 to 5 GCDs. This means that rather than having complete control, within any given GCD, of your clipping, you now have control only within 3 GCDs. Let's put it this way. Previously, you had two tactical filler skills, neither of which were a tremendous DPS bonus over time and therefore could even be delayed for GCD or two to circumvent positional lost, so long as they didn't desync over the fight, available per 18 and 30s. These allowed you to use Demolish not only per 9 or 12 GCDs, where all but set SS levels cause clipping or neglect, but anywhere from 7 to 14 GCDs. More importantly, though, this had a heavy impact on your 15s durations, Dragon Kick and Twin Snakes, which now suffer from 2 GCDs of neglect or must be clipped 2 GCDs short. Certainly, one could just take the compromise on the chin so long as the numbers are still there, but those who were already used to controlling their rotation through the two stance-less skills as never to waste DK/Twin uptime, all without pushing back Demolish, likely will and probably should feel cheated.
I'm curious as to what you consider gameplay. To me, rotational control certainly contributes a large part of that. So does the viability and accessibility of cleave dps (e.g. multi-DoTing). The extension or reduction of (de)buff windows is immensely affective to rotation; I don't know how someone who's played a class windowed by one or more DoTs could fail to see that.
From any perspective but aesthetics, gameplay now is about as similar to ARR Dragoon as it is to ARR Monk. And as Stormblood has since worked almost solely to the effect of devaluing Heavensward Monk tools as they amount to actual choices and button-presses (gameplay rather than mere numbers), it's far from unchanged since then, either.
I get the feeling that you either didn't play much Heavensward Monk or have yet to play it in Stormblood...
I'm not saying the latter is outright horrible, but it has arguably less complexity, and certainly less control, than it did in ARR. (Which actually didn't increase by all that much in Heavensward; it just filled out areas in which we previously had no control or contribution, in an minimalistic but intelligent manner.)