You definitely put a finger on one of the things that make everything impersonal. The most of player interaction one gets is in extreme and savage prog ironically enough between pulls, when there is something be explained or talked about. And even then in PF, it often ends up with a disband instead. The game has a way to generate a certain mindset of entitlement that considers that if a fast clear or true progress doesn't happen right now, then it's obviously on everybody else in the team and one would definitely have a better chance by leaving and finding a better party. And tbh I don't think it's just XIV in general, it's just how gaming has evolved over time. People those days also sometimes seem more interested into hating on each other or gatekeeping content than actually collaborating, but on that front I honestly think XIV is doing way better than 95% of online games, because the bad apples are still a minority. If anything, I think we still have the right community for a game experience that introduces more pauses and interactions instead of going for the modern fast food automach -> clear a dungeon in 10min with barely a hello.
But this is why I always advocate for a lot more RNG and unpredictable elements. It forces players to pause and consider their options carefully before going further. RNG doesnt have to be hard. RNG just has to offer many options forcing people to stop mass pulling like monkeys, take a breath, and think, and it works the exact same way in trials, raids, etc.