Yes, there is - The prior had rewards that made the content worth putting up with at some point, the latter didn't.
We could put that thesis to the test even.
First we release Eureka, the new hyped thing, and put absolutely no rewards in. No gathered materials, no gil, no items, no story, nothing. You can fight monsters, maybe find chests, but they're all empty. You can do that with Dungeons and Raids as well of course, but those might be considered "old content".
Then we release Blitzball and make it by far the most efficient way to level a DPS and give it RNG locked rewards on top as well as making it a way to gain a decent endgame weapon.
I'm very confident when I say that the prior would likely become dead on arrival, while the latter would be bustling with life for months to come - And not because of their respective gameplay.
Similarly, Diadem was relevant for gatherers a lot longer than it was relevant for DoW/DoM. That had nothing to do with gameplay, that had nothing to do with "outlived content", that had everything to do with the rewards - Mats turned a profit longer than the gear was relevant. There are still people interested in Diadem, too - Gatherers that get frustrated that they can't just go alone.
In general: If you want to talk about longevity, quality and popularity of a content, you first need to mentally strip it from all its rewards, because the whole point of the rewards is to make you do it regardless of what you think of it. Otherwise, you're just engaging in the same folly Yoshi-P did when he completely ignored the hyped Garo "event" and instead attributed the increased PvP activity after 3.5 to the newly introduced chat restriction in Feast. Some people are still head-desking over that one.
Admittedly, considering how things 'would be' isn't easy, because we can't just go and try it out on the live servers to double check. SE could, but they have no interest in causing a massive content drought and losing subs solely for the sake of science. Regardless, I find it very obvious that a lot of content is kept alive by its rewards rather than its merits and that it's impossible to draw a direct connection between people engaging in a piece of content and people enjoying said piece of content.
And I should probably clarify: For Blitzball in particular, I have no strong feelings either way. It's just annoying to read people going "Dead on Arrival" on Gold Saucer content when crafting content would be no better off if it was a gold saucer minigame and it's regularly being added to regardless. I could say the same about gathering, too - Put that same "gameplay" in the gold saucer and not even bots would bother. And the last one is not even hypothetical - They literally copied and pasted the old 1.0 gathering gameplay in there, the same gameplay people once engaged in and several generations never got to experience before. It's pwetty ded.