That is kinda a bad statement to make as you can use it to dismiss everything in any game.
Dark souls is not hard you just have to learn the enemy patterns anyone can do it with enough time
DDR is not hard just gotta learn the rythmn anyone can do it with enough time
Animal crossing is not hard you just gotta sink a tonne of time into it to make the things you want, anyone can do it.
Given enough time and effort nothing is really hard to an individual in a video game look at speed runners, lv1 runners, challenge runs, they all probably had horrible performance when they started out but improved as time went on.
But your statement blanketed anything and everything as easy with enough time and quite frankly why shouldn't people feel good when they tackle and succeed against something that took them extra effort to do (savage in this case), the line I draw and where elitism is actually shown is when they gloat and demean others for not doing what they did the "Git Gud" crowd who gives zero advice on how.
As for the thread topic I refer to o10s as why savage raids would probably not be like Rathalos.
O10s had
-randomly designated tank busters, you can have 1 tank take all in the fight or you can have a 50/50 split
-random set of 4 patterns for his flip and spin combinations
-random exaflare patterns with a stack
-random nail positions for add phase
This fight is regarded as one of the worst savage fights by the community for the time it was released in because it was too random with its mechanics, it disrupted many jobs design flow.
The devs could make many 100% random fights but if they start breaking job design flow then there are going to be a lot more negativity towards that style(and there is in Rathalos-i like this fight but I'm a MHW player, o10s-a few people do like it but they are most certainly a minority of raiders from that time) which the devs will off weigh up and find if it is worth it to do.