Whenever it comes to this topic, I am surprised how many are pointing fingers at the tank.
Your are so quick to quote the rules that the "you pull, you tank" mindset counts as "lethargic behavior" while, at the same time, you are so ready to ignore the fact that repeated and intentional non-tank-pulling is also reportable (if preceded communication failed, of course).
It is always the same "arguments".
1) uSe SpRiNt - Sprint is the ONLY tool a tank has to move faster. DPS - even healers now - often have more than one charges of dashing forward ADDITIONAL to Sprint, so it is impossible to outrun them.
Moreover, DPS pullers are wont to run ahead BEFORE the mob is killed down. With that damage now missing, it takes longer to finish it off. And even if the tank follows suit, the moment the mob gets dissolved from a bundle to a moving line, AOE's won't reach every enemy anymore, casts are uncomfortable to finish (if doable at all) and while it might FEEL faster, because you're on the move, in the end it isn't. So even apart from basic courtesy, it is no real gain whatsoever. Quite the contrary.
Plus, the "refined" way of using Sprint as a tank is to activate it JUST BEFORE reaching the following mob so it lasts not only 20 seconds but also long enough to make it to the next mob. Having to activate it earlier, just because one DPS did so, only results in Sprint wearing off ere the pull is completed, the tank taking avoidable damage and the healer spending resources that could have been saved up.
Why making this a race in the first place? It is unnecessarily stressful.
2) iT's So EaSy To TaKe BaCk AgGrO - This is beside the point. This isn't about how easy it is to regain enmity, it's about decency. Organisation. Every role has its part to play, so let them. A DPS hitting one enemy, they automatically get targeted by ALL other enemies. And yes, while it USUALLY takes only one strike for the tank to be main target again, due to the slow reaction time of mobs, they spread all over the room and the tank's AOE's don't have infinite radius. So it might take more than one hit.
Apart from that, the chaotic positioning only results in - again - everyone doing less damage and the whole encounter taking more time.
Furthermore, that every tank's ability to gain and to maintain enmity got easier over the time only shows that people never learned to behave the proper way, so the only solution in the end was to change the system, because players couldn't. If anything, that's a sad testament. Not a valid counter-argument.
3) There's a reason why tanks are setting the pace - maybe the healer is new/slower or the damage is lower and I have to use up all my cooldowns. The next pull isn't going to be wall to wall, then or I'm risking a wipe.
(1/2) Continues on second post due to length restrictions.