This is actually faulty logic (even if it is sound), simply due to prior experience. In WoW, with Cataclysm, the devs tried to bring back a need to slow down runs by requiring things like CC for most parties. In other words, a return to old school gameplay. We're at a point in time where the idea is promising, but the actual practice is (hypocritically) met with hate by the very people who argued for that same return because of the fact it's slower than we're accustomed to. Once the speedrun mentality has been established, which this game has almost always been, you can't break it so easily.
The devs would need to start slow, and despite any hate/dislike/whatever they meet on the matter, they cannot relent. Steps of Faith was a good example of introducing the concept, albeit not the best example, and ideally where they shouldn't have caved in with changing. Make a dungeon that does, in fact, require some form of CC. Make BLMs with Sleep the more ideal job to have for ease of the run, but also allow it to be something where the other jobs with Bind, Stun, whatever can manage in their own way. Remove diminishing returns on most status debuffs for PvE content, because that crap obviously serves little to no purpose anyway now. Stun probably still needs DR though, or maybe increase resource cost by a lot, since PLD can spam that lol. Return to us the freedoms that the genre traditionally gave us back in the day with choosing (within reason) how we tackle content. If a BLM wants to sleep chain trash mobs, let them.
Once the waters have been tested, and it seems well accepted, bring out more opportunities to test us for our GROUP efforts rather than our individual ones. DPS output is an individual effort, but working together with stun orders and watching each others backs is a group effort and something that is sorely missing from this genre today.