Anatman was a bad tool from day one, and players were recognizing this as soon as we were able to really get around to using it. Math showed that using it in the opener, even without the tool, WAS better than other openers, and depending on your luck/the ticks, could be FAR better than the alternatives. When I got around to learning how to use it, even without the use of the tool (which I have never installed, speaking personally), I could tell my own performance was beating the pants of Monks who weren't using it in their opener. And I'm hardly the best there is at this job. And the sad thing is, even after this patch, Anatman openers are still better, though the gap, once again proven by actual math, has closed considerably.
The community for every DPS naturally gravitates towards what works best, because every player who actually gives a shit wants to contribute as much as they can to their group. If SE wanted Monk, hell, ANY DPS, to actually develop different playstyles that accommodate different combinations of weaponskills and job skills to be used in many different ways, they'd have made a completely different game from the one we have today, where so much of EVERY DPS is centered around very specific rotations by design. There is little variation with how monks play because to eschew what works well in order to claw for some magical ideal where we can play how we 'want' is why we have a Tornado Kick guide on the forums right now that basically contorts itself to fit in a skill that itself is one of many problems the job currently faces.
If SE wants to "fix" the job and make us more "flexible," in your words, well, when they actually get around to making an attempt it might very be the first time they've made the effort. Until then, we still have our rotations, we still have Tornado Kick sucking incredibly bad, we still have far too many ways to both maintain GL AND ignore positionals, and we still sit in the same goddamn Fist for 99 percent of a fight like we have since forever.