If you can't feel engaged with a melee class because you cant move a pixel left or right thats a problem of encounter design. I have played dragoon up until shadowbringers and never enjoyed the dance done during raiding. I had more fun engaging with a boss when I didnt need to check if I was in the right spot for a positional and more when i had to check if I was in the right position to resolve a mechanic.

When I switched to tank I was already keeping the boss in one direction and position as much as possible for the dps because of my experience but as a tank that gets mindnumbing cause we literally have nothing to do for most encounters besides a tank swap if that, busters, or the occasional pair stack.

Removing positionals will allow for more mechanical load to be placed on players, the only balancing act here would be to make it manageable for casters.

Removing positionals would also really add to more dynamic boss fights that allow for tanks to play a more active role in encounters. There is a reason why the tank buster in the new ex is liked by a lot of people and its because the tank is more actively engaged in that buster to protect the party then previous encounters. (Barring necessary tank lb but that isn't as engaging.)

Removing positionals can create party mechanics that require such movements that if you are experienced and or skilled enough you can maintain full uptime as a melee during dangerous mechanics and make noticeable dps contributions that are distinct from safe play. You can argue this already happens but those usually tend to be for bosses that have no positionals requirements. I have also noticed in this expac more forced downtime making this a less likely thing to do unless you play with a group of friends that can protect you with the active vuln stack and is prepared for it.

Hell removing positionals can force people in front of a boss when a tank buster is going out so that they really have to place themselves accordingly and play accurately.

Removing positionals should create more dynamic encounter design which is for more engaging to a player than again moving a minute pixel left or right for a potency gain thats negligible to a majority of the player base for the content they do.

Will even go further with yeah fix the class homogenization by creating varying utilities based off of distinct combos thats unique to the class executing them. I am talking like every time you execute a 213 combo you stack a damage debuff to a boss or a 312 combo that lets the party heal off of every auto attack as just examples of things to do .The sustain of these utilities in a dynamic encounter is a better representation of skill expression than positionals.

All in all not letting positionals go away limits what can be done in encounter design which overall will create less engaging experiences