That's... not a horrible complaint, though, given that the game has no Z axis and therefore wouldn't let you, start (controllably) jumping off the boss's edge end to ensure that your backstep damage skill wouldn't then send you (with no further control) off the edge behind you.
The issue, imo, is that when the larger game issue was revealed (one which didn't even exist in early ARR, where we still had a Z axis and could therefore Elusive Jump from rooftop to rooftop, and mobs couldn't hit you from 20 yalms below you), instead of addressing the actual problematic engine interaction that denied players agency that it seemed they obviously should have to manage that mechanic, they fell back yet again on button bloat.
Heck, they could have even involved a more comprehensive solution, such as "snapping" normally fixed-distance backsteps to pathable area (trimming or adding up to 20% of the range to move instead you to the nearest area on which a player can stand), or by allowing for a slight degree of controlled movement during dash-to skills.
But no... instead we just get... Engagement.
And that, at the very latest, is where I feel they should have told them to just deal with it. Getting 2 charges on Displacement was plenty to deal with the issue of any damage loss during forced melee-range stacks.So Engagement was introduced, but did less damage than Displacement. It didn't look as cool and was less risky, so did less damage.
Then the min-maxers complained.
But at the same time, making Displacement a modern Repelling Shot equivalent (i.e., pure backstep utility) makes sense from the point you add Engagement, as one or the other is going to get relegated to fiddly-dumped. They shouldn't have added Engagement in the first place if Displacement out was supposed to be part of RDM's visual identity and playflow, and instead have actually dealt with the underlying problem it revealed.