1/2:
I feel like people are seeing this as some sort of way to kick or insult sprouts that aren't playing well but that's not the case at all.
Most games have an overall difficulty curve that plays well with mechanisms that teach you how to play (some of those are explicit like tutorials, others are implicit like bosses/enemies that require that you use a certain ability to defeat).
A great game will marry the explicit/implicit tutorials with the difficulty curve to foster the growth/mastery of the player. This is not one of those games unfortunately. The first and last explicit tutorial for handling yourself in group content is the Hall of the Novice. While there are various implicit tutorials with game mechanisms within boss fights growing more and more complex, there are a few issues with it:
1. There are no implicit or explicit tutorials teaching someone how to play their job, or rather, there are but there are also essentially ways to "skip" them. Solo duties sort of fill the role of implicit tutorials to teach you your job. It "tests" you to see if you understand your job well enough. The problem? "Easy" and "Very Easy" options for solo duties. After 1 failure it "gives up" on you as the player and lets you take the easy (or very easy) way out.
2. Group content is under tuned to the point where 2 people (hell, 1 in some cases) could carry the entire group. As hinted at in my first point, FAILING in video games triggers you as a player to rethink what you've been doing and ultimately improve. With group content being so easy, you can continuously fail without necessarily realizing it because you're continuing to progress in the game. If a really casual player never fails, they're never going to sit and rethink how they've been playing. Thus, the difficulty actually perpetuates "bare minimum" gameplay from players. People complained about the ability to do trusts, but Dungeons with trusts FORCE you to actually learn boss mechanisms. I have known people in NN to ask if someone can run them through a dungeon because they can't complete it with Trusts.
3. There is a lack of explicit tutorials in later levels. Implicit tutorials are great for simple stuff (i.e. this is a knockback, you'll want to be near the center; this is bad, don't step in it) but for complex ideas like group synergies and job rotations, explicit tutorials would do a much better job. IMO, they should have a job-based tutorial at 50/60/70/80/90 that goes through and teaches you how your abilities interact with each other and then TESTS you to make sure you understand it. Also, Hall of the Novice was a good idea (not executed too great, but still) and I think that it could be cleaned up and augmented with Hall of the Intermediate, Hall of the Advanced, Hall of the Master, etc to go over various group/role dynamic things that people likely don't understand (Addle/Feint, Group mitigation buffs, Tank mitigation buffs, etc, etc)