Huh?
I literally state that I like NIN. Which requires multiple button presses to utilize Mudra and access their Ninjutsu.
Which, outside of some occasional lag, is actually pretty fun.
MNK's multiple button press skills are not fun. Since they're all GCD actions so they're slow and not possible to actually use in an actual rotation for any kind of dynamic play because they compete with your actual skills.
That's literally a description of basically every skill in the entire game.
Heck, at its core that is the base of combo's. That combo skills (Outside of MNK) are less effective outside of their position within a combo.
To say nothing about other jobs whom have resources to manage or time sensitive skills to use.
If I take just Warrior alone, then there is:
* Fell Cleave that is less effective if used at a time when you're not about to overcap on Beast Gauge, with some cases where you use it earlier to get the CDR on Infuriate to bring it back up.
* Butcher's Block combo is less effective outside of times when you need to gain extra enmity.
* Shake It Off needs to be managed around CD's as it is a less effective shield if it doesn't consume other CD's, but if its being used for self preservation then it can be less effective to consume your defensive CD(s) by using it.
* Upheaval is less effective when used at a lower amount of life, in addition to being used while not having Thrill of Battle active.
* Anticipation is less effective while Raw Intuition is active.
* Rampart and Vengeance are less effective while the other is active due to damage reduction stacking multiplicatively not additively.
I can go on and on with literally every other job in the game.
Having to use the right skills at the right time is not unique to Monk.
What is unique to Monk is those skills feeling bad to use because they all actively make your gameplay worse after using them. No other job receives penalties to its stats from using its skills. No other job feels as clunky as Monk outside maybe the RNG ridden Machinist that also has similar jank in its kit.
It literally is 123.
Dragon Kick > Twin Snakes > Demolish/Snap Punch
Bootshine > True Strike > Demolish/Snap Punch
You rotate between 2x 123 combos.
Just like how Warrior rotates between Heavy Swing > Maim > Storm's Eye and Heavy Swing > Maim > Storm's Path.
How Paladin rotates between Fast Blade > Riot Blade > Goring Blade and Fast Blade > Riot Blade > Royal Authority
How Ninja rotates between Gust Slash > Spinning Slash > Shadow Fang and Gust Slash > Spinning Slash > Aeolian Edge and Gust Slash > Spinning Slash > Armor Crush
How Samurai rotates between Hakaze > Shinpu > Kasha and Hakaze > Jinpu > Gekko and the slightly different Hakaze > Yukikaze
It feels like playing literally any other class. Only this one arbitrarily hits like a wet noodle until you get your 3x Greased Lightning up.
That is, until you use one of your "DPS Cooldowns" and consume your Greased Lightning or tank your attack speed (Right after you just built it up...)
Heck, even Perfect Balance feels like poop to use because when it's over you're back at square 1 without a form active so you have to go through an entire 123 combo to be able to utilize Dragon Kick properly or get the guaranteed Bootshine crit.
Ironically, up to 60 these 3 jobs all play pretty much the same.
With SAM/DRG evolving post 50 to include extra rotations (DRG getting Fang and Claw and Wheeling Thrust putting them into 1234 style rotations) or extra resources to manage (SAM getting the Kenki Gauge)
In fact, MNK at 60 hits its peak of clunk, with gaining Tornado Kick, but the only way to actually use it as a DPS gain is via Perfect Balance, since you don't get Riddle of Wind until level 66 to be able to use RoW > Snap Punch to get an instant 2x Greased after using it. Nor do you have the Deep Meditation from level 62 to make The Forbidden Chakra an actually usable skill outside of once per fight if you pre-spam Meditate before each pull.