Enrage timers are necessary. How else do you motivate DPS players to improve? Healers receive direct feedback when they suck at their job - everyone dies. Tanks receive direct feedback when they suck at their job - they die to a buster or the boss isn't positioned right for a mechanic. DPS players can afk through a fight and only realise something is wrong when they hit enrage. WOW style raids would just result in certain jobs being "meta" for certain raids which is an even worse problem. I don't get why you want raids to be based around a single gimmick like dual boss fights, adds, gaols etc. You can just have these things as mechanics/phases instead of making the whole fight based around it. And we do have raids with such gimmicks in phases and it works fine. And even if you had fights based around a single gimmick you would still need an enrage. If they made a fight full of adds you'd have to make the adds cast an enrage eventually, or else what's the point? Have two bosses in a fight? One of them has to cast an enrage after the other dies, otherwise you'd just kill them individually. And regardless of how many gimmicks they come up with, people are still going to lean towards the jobs that do the most dps regardless of what the encounter asks of them. The only way you can eliminate this problem is if bosses were like the simon says boss in bardam's mettle where you couldn't even attack.
This game has been around for 6+ years. It's too late to break the DPS, blue DPS, green DPS meta. That's just how the game is and if you dislike the meta you are free to play another MMO that caters to your vision of how each role should play. SE has been rightfully doubling down on this idea by removing tank stance and focusing on DPS rotations for tanks. If all raids had enrages as lenient as UCOB Nael or Bahamut where you could have like 5 deaths and still meet the DPS check without LB there would be no reason to put in any effort.