Actually, no. A tank refusing to pull mobs off someone is them refusing to do their job and endangering the run. Those mobs will eventually target someone else if you let them purposely ignore them, and if it happens to be the healer (or the healer is who you let die). You've now made things worse out of pettiness. Someone pulling ahead of you isn't doing it to show you up but to speed things along. Now you may dislike that, and can certainly voiced such afterwards. But there's no way around you're just being petty.
For those of us running them for the 100th time. They are boring. We're there simply to collect rewards and little else. Going slow is equally unnecessary. What it always boils down to is majority rules. Your preference may be to take things slow and enjoy the aesthetics of Grand Cosmos. Mine is pulling everything in sight and mow everything down. Why does your preference trump mine?
Hence why majority rules. That being said, Trusts are specifically designed for story purposes. They don't AoE, thus they aren't efficient for fast runs. This makes them perfect for someone like yourself who wants to take their time and worry about people rushing on ahead. Frankly, they're a big reason speeding through dungeons has gotten more ubiquitous. Players who dislike rushing have an alternative now. Going into a dungeon with other people means you have to deal with their preferences.
Otherwise I agree with your conclusion. You aren't guaranteed anything, however there are certain expectations. Expert Roulette is typically sped through, thus if you queue in and expect to take things slow or insist upon it. You'll likely to deal with resistance. Conversely, trying to force a speed run in Stone Vigil may have the opposite result.
I do want to touch on something you brought up in a previous post: that you miss when dungeons weren't rushed. This can be blamed on the dev team not the playerbase. Dungeons have seen virtually zero iteration since their inception. At most, little lore tidbits are sprinkled around what are otherwise the same basic corridor simulator. Unfortunately, lore does not work as an incentive because it's a one and done activity. First, it assumes the player even cares about extra lore. But even for those of us who do, we'll read it a handful of times and then it becomes irrelevant. Likewise, branching paths which lead to a secret coffer don't work when said coffer gives you worthless potions or very low ilvl gear.
People would be more keen to explore if that branching path led to different bosses or if dungeon design were randomized. Instead of one layout, say dungeons had three or five that were chosen once you queued in. That would add a lot to spice things up. The biggest problem though are mobs just aren't threatening. If the tank does a single pull, I could literally AFK and make dinner as a healer. Baldesion Arsenal proves just how different the mentality becomes when the risk isn't worth rushing towards. You have 56 players, several of whom are raiders of varying skill levels, but were not only extremely cautious. You were told as the MT on Ozma, stuck it up and never turn off your Tank Stance. Now I'm not suggesting dungeons be that aggressive but simply showing it's the design philosophy—particularly how comically weak mobs are in dungeons—as a whole that leads to the rush mentality we have.




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