If looking at the majority of content, healers and tanks don't need you at all. Since there is no enrage in the majority of content, they can twiddle down the boss HP little by little until it's dead and then be on their merry way. You're along for the ride because you bring deeps, and hopefully a lot of it so things die fast. If you're in the danger zone, a healer doesn't give a crap about where you are in your current rotation; they know that if you die, your DPS falls to 0. A healer isn't going to rescue you if you are already safe. If they do, it was more likely done by accident than to deliberately troll you. After 16 pages of players basically telling you this over and over again, you still don't get it and likely never will.
You see the healers in your group as enemies. I can't even begin to tell you how flawed your logic is.
You've leveled two healers? Really? I would think you would be far more understanding of the use of Rescue if this was the case. I am guessing that you oppose the skill so much that you still wouldn't use it even if a golden, non-consequential opportunity struck you in the face. If you've leveled two healers and took them into anything with a moderate threat level, then you would also know that healer utility quickly becomes redundant a few weeks after a patch, and that's for current content. It is already redundant in the previous content. What this means is that healers are left with very little to do other than spam one button over and over again until someone gets low enough to use an ogcd heal on them.I've leveled 2 Healers and have never once actually needed Rescue for anything. All of this pretending it's some great clutch ability that "OMG How would we function without it!" is just kind of petty. Like when a kid has a toy he doesn't even like and rarely ever plays with, but if you try to take that toy away it's suddenly the most important thing in his life and he'd rather die than part with it. Rescue with a toggle would be pretty much the same level of useless as Rescue without it. The ability was never good, but at least with a toggle it's not a constant potential nuisance.
Rescue along with hard casted raises are really the only thing that brings any kind of engaging gameplay for healers. They are the most difficult skills in a healer's arsenal to pull off successfully. Rescue is one of few skills at a healer's disposal that remains relevant in all content because there is always someone who thinks they can skip a mechanic that kills them. Examples of this are Lunar Curtain from Aemon, or Ancient Quake from Xande. I don't even know how many times I have pulled the player with the purple marker that requires a stack, and players with prey who drag the tether all over the map because they have no idea that it is killing them. This is in WoD. A lv 50 alliance raid.
It actually is a godly skill. It can save and kill players so what would you call it? Your issue is that you think this skill somehow exists only to ruin your day. Your child and toy metaphor actually applies more to you than it does the game's healers. If you can't improvise your DPS around a healer rescue, I am inclined to believe that the simplest of mechanics causes you to lose DPS constantly. What happens if you are bound, or placed in a geol? Do you seriously lose it? Does the sky fall? I'm genuinely curious.