There definitely was a time where monk didn't have a burst phase, and rather it just offered steady, consistent damage across the whole of a fight. It was different from the rest and actually made the job a lot simpler to play. It was more about knowing how to optimize your rotation and adjusting to make sure you consistently hit your positionals.

Now... monk feels like a clone of older versions of ninja. I don't hate that we have a couple big attacks and party utility. But for me, I'd prefer going back to steady damage, and high speed with hitting that consistency relying on player attentiveness than getting your things right in the burst window. The latter is basically every other job in the game.