I mean... it was more or less the playerbase who "requested" to have this stuff put into dutyfinder - and with that into partyfinder. Back in Coil-days you had to assemble a party yourself and could only enter through the gate... So I consider it a bit shady by you to argue that they should outright say that its not meant for PF when the truth is that those fights can be cleared in PF (specially after the content is out for a few months) but is designed with a static in mind. Just because the main-focus of this content are well organised groups and not stumbling-through-mechanics-PFs doesnt mean that PFs cant clear it.

I also cant agree with your argument that you cant help them without deminishing their rewards - yes, thats true at first sight. But if you think about it for a second two things become clear:
1) They dont gain anything - no chests, no tokens, specially no experience - if they just sit it out because they'll lose a chest. If you can help them thats the way better alternative, that way they might get a chest less this week, but at least they'll get more experience for the next one and might not require your help again.
2) Even if they'll lose a chest, they'll still get the token - not as good, but still better than nothing.
In addition to this: If gear, aka ilvl is the main motivation for people who are not that intrested in challenging content, I'd like to remind everyone that we have several months with catch-up patches that will allow everyone to get ilvl470 gear before the next raidtier hits. Even without struggling through Savage-PFs.

I'd also like to adress the issue of "the content isnt for them" - to which I have to say: Yes, maybe thats the case. Before you call me an elitist, hear me out!
The difficulty of Savage can be above the difficulty of a dungeon, trial or ex-primal because the team works with the assumption that they're creating content for dedicacted players who are willing to put in the hours of learning the content and maintaining a static. To keep those entertainted they have to increase the difficulty, which in turn means that people who dont fullfill those requirements will struggle. But as far as I'm concerned thats okay - not every content has to be designed for everyone and sometimes pleasing one crowd will lockout another because not everyone likes the same stuff or has the same abilities.
Most of the game is fairly casual so I can understand any confusion when it comes to Savage where you're suddenly faced with not being able to do it whenever and with whom ever. Doesnt mean that has to change though - specially not because most of those changes would most likely effect the difficulty of the content... and at least I dont want that, since I like having this challenge.

I do agree with Mhaeric - most fights seem to have a natural "pause" or a first and second phase. I could imagine setting a checkpoint that allows you to start from that checkpoint, under the condition that you reached it before during the encounter.
Example: Lets take E1S and set the checkpoint after beating the adds and the cutscene. Once you've reached that with everyone alive you'll get the option to start at that point. Skills wont reset, though, to prevent you from cheating any mechanics. Having everyone alive is a condition to trigger the checkpoint, again to avoid cheating mechanics.
That would be a way in which I could see the difficulty not compromised but practice made a little less frustrating.

Still... I dont think that the most challenging content in the game needs any form of hand-hold-mode, sorry. Not everything will be for everyone.