While I appreciate the defense, and you were partly right - I do enjoy carrying people to some extent (at least when I'm healing because it makes it more of a challenge) - you were also partly wrong. I don't just do it for the carry challenge. I genuinely enjoy oddball comps. If you put me in a party and the tank has i120 gear in a Lv70 dungeon, I will approach it like a 3-player run with no tank and with one of the DPS (in this case the poorly-geared tank) getting hit all the time. Which I have done before (as part of my daily freeform roulettes in which I go with whatever comp happens to join, with no role restrictions). That's if I'm healing. If I'm tanking and my healer is that badly undergeared, I approach it like a Tank and 3-DPS run with one DPS whose damage output is ridiculously low. I have also done this before, same source. If I'm DPSing and neither the tank nor healer have gear nor have any idea what they're doing, then it's a write off.
You can run a vast number of dungeons (and even various trials and raids) in this game with oddball compositions, without having to unsync it. Heck, you can all-DPS a lot of stuff too. In fact, for some older bosses, it should theoretically be possible for two physical ranged DPS to duo it on synced mode by "bouncing" the boss (continuously alternating who takes aggro so the boss keeps running back and forth instead of actually attacking). Getting PUGs to pull off that kind of strategy is virtually impossible, though I have cleared a few of the more difficult all-DPS runs with PUGs by gaining a few extra seconds of uptime at the start of the fight via bouncing.
The problem is that players don't think outside the box and, even when they're doing synced content, still ultimately want a faceroll. A disturbing number of players actually think a lot of the stuff I do is impossible, even if it's actually rather easy. You just can't be stuck on this whole idea that the tank's job is always to pick up aggro on every mob, and that the DPS should only focus on maximizing DPS.