It honestly feels like they'd rather design a different type of game entirely. These feel like they'd be at home in a platformer, or beat-em-up where the moveset you use isn't as important as the level design.
It's natural to play the earlier fights as you get more acquainted to the game. For example, before I even started Heavensward, I did the extreme primals multiple times, and finished the coils of bahamut raids synced. It was a lot of fun.
Now, doing fights released more recently, it feels like I was lied to in what to expect. Most mechanics are just "Trial and error until your group figures out the esoteric way it operates" or "just follow hector strat"
I can't really see myself learning a fight by just seeing mechanics and maybe getting small hints from someone in the group. Stuff like P9S limit cut. P12S Para 3 and limit cut. M4S sunrise sabbath.
Mechanics like these are fun to do in the moment, but you can't have difficult and heavily involved mechanics like that at the same time as they're trying to make the game easier and more accessible. That's why they decided to start ruining jobs with oversimplification.

Personally, I don't even think they intended this change at first. I think this is just a result of slowly trying to design better fights over time. They keep trying to one-up themselves with more mechanics coming out faster that need to be more complex. If they don't do that, then it risks critique for fights feeling samey and boring.