Actually, many stopped playing it because the penalty to stance swapping it feel cumbersome and needlessly put strain on what had been previously a near flawless rotation. Comparatively, Paladin butchered it. They had better CDs, higher damage and a much simpler rotation that didn't punish you for a mistake or if the boss jumped. Regardless, it was seen as an arbitrary change meant to force a playstyle that isn't rewarding. Shifting back to healers, the devs may dislike the community's expectations for healer DPS but they will never go away because this game simply doesn't require a pure healer. Nothing they do will prevent it short of making content demand enough healing that spending more than half your time DPS wouldn't be optimal.
Put simply, I couldn't care less. I focus on what the game functionally allows and requires. It allows for high amounts of healer DPS and requires little healing with few exceptions. Once again, while I am not going to call someone out in the middle of a dungeon, I'm also not going to call them a good healer for the same reasons I wouldn't call a tank who spammed Flash a good tank.
And therein lies the issue. DPS shouldn't be considered high skill level, which is precisely why Cleric Stance was removed. It's incredibly easy to weave in a couple dots. If you can't be arsed to do that when there is little outgoing damage, you're just lazy. There isn't any other way to put it, really. This assumes, of course, said healer isn't new to whatever content they are running.