Bosses moving back to the center isn't that much of an issue. The issue is and has always been DPS check/enrage.
The savage fights of late have been designed to prevent cheese, and be more fair for the ENTIRE group. If the boss has a very specific mechanic to deal with let's say...P1S intemperance. That mechanic is design specially for ALL party members to be in max melee and hit the boss. If you get what is being suggested where the MT needs to not only turn the boss just right, but also move the boss in an exact location for a very specific mechanic, and allowing ALL party members to be in max melee. Sheesh.
I like a challenge as much as the next person...but stutter stepping and moving back and forth to move a boss the size of King Kong sounds....dumb. Not only that but DPS having to move just to keep uptime, while some still need to do positionals on a moving target....I can hear it now. "TANK...STOP MOVING UGH!!!"
This feels like a double edge sword honestly. Like a...be careful what you wish for.
Again a lot of this can go back to a DPS check style design of fights where everything needs to be fair for ALL roles involved. When each fight has a literal time limit for every savage, ultimate, extreme encounter...and you miss 1 to 3 GCD's due to the tank moving the boss 4-5 times per fight...your not going to hit enrage at all.
Pinax in P4S comes to mind...that need some type of tank movement...and like...really fast deciphering for an uptime strategy. PS3 also had a STUPID amount of boss positioning for uptime strats....and EVERYBODY hated that fight...god knows how many players hit enrage on that....and quite a bit of was due to boss positioning for uptime.
I think what we have now is a good balance. Not every single savage fight should be sweaty gamer level...but 1 per tier I would say. Maybe I like what we have now. I suppose I don't swoon over the past like other people do. I like pushing the game in better direction, even if that means sacrificing certain things to be replaced with new and interesting mechanics.
I could care less about dungeons....they are a means to an end in tomes and leveling. Nothing more....they serve no immediate challenge or danger unless you fall asleep. They quit being difficult back in ARR, when Hard mode...was actually hard. People STILL fail to Haukke Manor (hard) final boss.