the general idea is that if we're longing for abilities that we knew were situational at best solely because it made the job feel more alive, SOMETHING IS WRONG.

remember break? i remember break, and IIRC i remember using it next to none. but you know what? it made me feel good in an odd way, because when i used it, that was a group of enemies slowed down to the point the tank could outrun it without popping sprint. that was a group of enemies in a big pull that needed more time to get to the tank once the wall-to-wall was prepped. it was a group of enemies not immediately beating up the tank, giving said tank and the healer time to pop their mitigations/regens and not have extensive worry over getting it out before one of them gets ganged up on.

did it do any drastic changes to what was happening in every dungeon from day one? no, not really. did it make the work of everyone involved easier, even if just for a little bit, and in a way that didn't involve just barfing up every oGCD you had on hand? yes.

so then why proceed to make every late game enemy immune or highly resistant to it, and on top of that code it so that even a small auto-attack would automatically break it? at that point it basically is shooting themselves in the foot with that kind of design, because they deliberately built it so that those abilities secondary effects would be basically nonexistent. and then they proceed to act dumbfounded when no one wants to use them outside of specific situations, and even more dumbfounded when people get upset about removing them instead of doing minor reworks to make those abilities look more interesting by way of simply making enemies vulnerable to it without breaking it from attacks. but that's clearly too much work, no no no we can't do that.