Pretty much, the problem is players, especially westerners that it seems dont really understand or care to understand what a damage meter actually says and instead use it as "let me check who is lowest so I can blame them" and "Omg they dont do as much dps as me, they are the problem" since they have that baffling expectation that everyone should be on their level in a random pug or even worse inflate the requirements similarly to how tryhards in WoW demand 226 ilvl for content that needs 200ilvl and rewards 213 gear.
Actually come to think of it, there would be a form of damage meter that could be helpful and would be disliked by those people, a damage meter without numbers but with colors
Let's say the boss is at 60% health, that means 40% of its health is missing(let's say that number is 400), we have 4 DPS, 2 tanks and 2 healers, now let's say in a balanced team for example 20% of that damage done would be expected to come from a dps so that would be 80, if the dps has achieved more than 80 dps at that time then "dps meter" would show a green symbol next to their name meaning they passed the minimum required dps, if not a red one but more importantly if that person died and its below 80 it would be grey instead showing that the issue was a mechanic failure instead of personal DPS, and mechanic failures are far more complex of an issue since it could have not even been their fault at times if someone else killed them, thus grey would remind everyone that mechanical performance is the main problem, not "dps". (Obviously you would need to add a projection for time and max boss health so in case someone is carrying a lot in dps he doesnt cause people to go into red with the above math)
This kind of dps meter would absolutely destroy the delusion many tryhards have over dps checks and enrages because it would show that dps is not really what is causing problems, it is people failing mechanics, which is far more common especially in the western uptime obsessed strats since I hear the Japanese raiding scene is better because they focus on doing the encounter well rather than parse.