This is pretty much the reason content is the way that it is.
FFXIV does a great job in limiting player 'frustration from failure' by limiting time loss on things like dungeon wipes (always a shortcut after every boss) and major boss (free instant reset).
But in spite of this, players of course still prefer not to wipe, and the most common cause of wipes on any encounter is going to be lack of coordination after lack of knowledge. The only way to coordinate in some of those Guildhests is for folks to read and chat, and, taking Ward Up, if they didn't read the description telling them what to do, odds are they aren't going to read what the party says to do. The party probably won't say anything until that player makes a mistake, too. So, this just echoes forever everywhere in the game.
LotA has the 3 Atomos paths and you can easily have a group that doesn't know what to do that you can't actively assist if you already split up, all you can do is chat. For almost every 24 man raid series after that, all parties coexist in the same arena, even on fights like Hobbes where you appear to be separated (he'll automatically reposition players if they're rezzed elsewhere).
Normal raids like Alexander or trials like Leviathan, where the party wipes unless at least one person knows what to do, don't exist anymore and instead you get fights like e12n where you can aim all avoidable damage at the memories in the interphase and they still won't shatter. Yes, I think Hero on the Halfshell requires more coordination and party awareness to complete than most raids.
Most fights knowledge with the direction they choose just equates to 'how to dodge' instead of 'coordination', which helps players not have to engage with each other: just watch where the one player that doesn't die keeps going if you're getting hit.
This feeling of not wanting to have to chat is even so pervasive on NA that we have waymarks set up to organize who's going where and doing what in advance of the pull even starting while the other regions at least post a macro in the chat and players type out their positions.
I mean heck, people are still annoyed about coordination required in Guildhests here, the content designed to be easy and low-pressure for learning.
Edit: Even the 'newer' (patch 2.3) Novice training area teaches things like 'sometimes, you need to interact with an object' or 'adds will show up while fighting boss', but these are mechanics that are incredibly rare. The last thing you had to click on in a boss fight might have been the shadow circles vs Rofocale, and adds have shown up while the game allows you to still attack the main boss twice in EW: Savage Phoinix Black Fires (cuz it's really an ARR mechanic), and normal Hephaestus. Neither of these have aggro tables so the tanks don't have to pay special attention. Technically Cindruvha summons the other two Magus Sisters, so congrats there, but they just copy aggro anyways, and you're not meant to switch targets. The ghost heads in Troia ARE the boss.
The most interesting thing they've done with adds in years has been the trash pulls in the Criterion, so kudos to that developer.