I agree. Though the thing about the 8-man raids of old (and current) is that you only face one boss, which is a pretty big distinction between those and the Alliance Raids. I believe this is why a lot of players where like, "Screw the trash. Just gimme the boss."
I don't put much thought into it. You have a colloquial term vs the actual definition of it. Many of those exist in the mmo genre, and you just have to let some stuff slide if you're someone who is anal-retentive. However, what I feel needs to be corrected is the dismissal of Alliance Raids not being coordinated, as they very much are. Everyone still has a role to fill in there, and for healers, it is quite possibly the only content in the game where their primary function in a party is consistently called upon.
In contrast to what some might say about Alliance Raids, players do need to work together. If the majority of the players do not work together, those raids will not get cleared. What can make them cumbersome is when you get several players in there who don't know what's going on, and this is ok. Just like actual playgrounds, most figure out how to use the equipment on their own, and do so even faster if someone is kind of to explain how it works.
What Alliance Raids do lack is the requirement for optimization. What you refer to is synchronization, or synergy between 8 party members in order to obtain a clear, and that will never be a requirement for 24-man. Even true synchronized sports that have the team consistently practice together don't have that many players involved. Alliance raids are supposed to be fun and engaging. And by "fun", I mean there isn't pressure there to perform optimally, but you're A-game is still very much appreciated. They are engaging, because they're chaotic. You have awesome music going on, explosions everywhere, players doing damage, players supporting, players dropping, MPKs, and clutch saves. Without question my favorite content to do in this game.