I think it's worth trying to understand why 'wrong choices' as we refer to them even exist, and to what degree they're wrong (e.g. will the choice make me sub-optimal, will they make me die, will they make someone else die, will they make the group lose the game).
What you think of when you say meaningful choice fits into where the developers have set the parameters of what can work and not 'make the group lose the game'. After we're all operating in that developer designed space, and we're repeating things until the next thing comes out which is natural because the game rewards repeating and we've subscribed for at least a month, we tend to shift the bar of what is wrong to include less and less optimal things. Optimal here meaning 'less than the maximum damage dealt/lethal incoming damage reduced and minimum healing that detracts from that damage' because ultimately that makes the repeat go faster.
We like to go faster because we're not just on our own time when playing with others, especially when so many game systems exist purely to make grouping convenient and easy. It's thus a social faux pax to make things take longer and be more challenging than they could be.
It's not just players that do this either; the way we play and our experiences in this environment informs how they develop. The man himself said he wanted the game to be easy to pick up and put down because everyone's so busy nowadays.
There's always going to be players that feel the 'space' they created is too wide or too narrow, especially when players are more interested in venturing into the space for the rewards than the experience itself (which, again, they add the rewards and repeat rewards).
So, using WoW as it's foundation, a subscription model, and allowing players to play whatever they choose to a degree, of course there's going to be a dearth of 'correct choices' when the only way they can create classes is to make their execution be the level on which you engage with them. There's quite possibly no other place for them to be creative with the jobs other than how the player executes them (1 2 3 instead of 1 1 1), especially when the encounters they're designing for and mechanics they're designing for continually get pared down because some jobs do better at it than others (multiple targets; long range vs small hitboxes), some roles have more likelihood to waste other players' time as they have different responsibilities (tanks getting infinite aggro, tanks and healers getting simpler to use mitigation and healing, bosses positioning themselves instead of relying on players to do it) and some mechanics feel impossible to players to solve on the first go or a loss of DPS to handle (hence them being relegated to either the final savage floors or Ultimates nowadays, instead of like, Leviathan/Oppressor/Ratfinx/Refurbisher normal mode wiping parties that didn't have someone do the thing).