It wasnt restricted, the problem was they restructured threat, due to how the japanese players were abusing the system before the game came to the west.
The original plan was mobs would bounce around between melee, since cures generated 0 threat originally. (so only melee could generate threat, with BLM not generating much at the time.) Melee lost threat every time they were hit, so any melee being hit for too much, would cause the mob to switch to the next highest dmging DPS.
Magical WSs were very strong, and Banish was extremely powerful as well.
groups went full WHM PTs, and this led to the complete ruin of magical WSs (which have been jokes for years) massive threat increase on cures (PLD was considered rather useless, since unlike the other melee, couldnt generate any threat, wasting all that defense) and i believe most debuffs and spells gained significant threat.
Provoke before this change was more of an emergency CD, since its a seperate pool of threat that decayed way faster, it was meant as temporary relief, in case things didnt go well between the melee. It wasnt meant to be the sole means of controlling all threat always.
THAT is when the game became too much like a typical MMO, and PLDs were the desired tank.
WARs tanking with provoke became a desire, only because cure bombing peopel generated too much threat, and WHMs massive jump into being weaker required tanks to save them. (along with people deciding to fight IT mobs rather than chain T mobs (which were better exp/hour than IT mobs if chained right)
NIN was mostly meant for the utsu to slap onto melee as a SJ, and bounce mobs around again. NINs being able to tank was again, like edge, meant to make them be able to take hits as a melee.
(Which THF struggled with, w/o dedicating too much evasion to, lowering dmg too much.)
The only way THF could have generated threat back then, was after all the melee got hit, and lost threat from the damage they took, putting THF last in line of the melee.
The JP players did use /NIN to do just this, but NIN was so over tuned, it was able to do it solo originally.
Eventually it was lowered to the point of being "good enough", but the idea of having to bounce a mob between them was still similar enough to what SE was originally planning melee to do. (to mimic old school FFs)
But unlike other MMOs, instead of overly balancing jobs, they let the players create the play styles, rather than forcing them. The only time they change stuff, was to nerf exploits, or ways in which players gained more than the devs intended. (like the penta nerf, due to MNKs using high delay 1 dmg weapons for infinite TP.)
When the game came to the US, a lot of the NA players were behind on what was the normal for the JP players, and had a VERY different culture/play style.
A lot of overlap eventually happened once players of both sides intermixed, and took good ideas from eachother of course.