This isn't a thread entirely about Viper or changes to Viper, though, so regardless of your feelings about Viper, I think we can confidently say that Samurai, Black Mage, Monk, and Dragoon have both Job identities and design directions that have existed in the past. Why are those jobs getting reworked, unreworked, reworks announced but not actually implemented, and hotly protested changes? If it was just Viper, I could chalk it up to "new jobs are hard at this point," but they're clearly struggling in the design of several jobs, not just Viper. I mean, speaking from just here on the forums, I've even seen complaints about the new abilities on jobs like Dancer and Ninja which received relatively minimal changes. Oh, and they accidentally made Reaper even more gauge negative, which a lot of people are really unhappy with, too. And Machinist is mechanically really weak, which was a problem they tried to solve in 6.3, but now they've got that problem again? Even when they've solved it deliberately in the past? There's clearly something going on here, right?
And, moving back to the subject of Viper for a minute, I don't think it has absolutely no direction or identity. It's clearly supposed to be the rogue/ranger hybrid of the game, with appeals in the "skillful and stylish" department. But many of the changes they've proposed or implemented, like the removal of positionals or Noxious Gash, hurt the skillful rogue/hunter fantasy a lot, so it's inconsistent. I know some people thought of Noxious Gash like a "Hunter's Mark" from other threads, and rogues sometimes have positional mechanics in other MMOs, so the fact that they want to discard these things hurts a fantasy that, like you say, some people already struggle to notice or buy into.
Also, in terms of design direction, it certainly seemed like they had a goal for the job. It was supposed to be the high APM job. To quote the FanFest where it was announced, Viper was described as a "fast paced, technical-yet-stylish" job. If we interpret this bit of advertising as a sort of mission statement, we can reasonably deduce they wanted to make it fast paced, technical, and stylish. Which is why I'm so baffled and surprised by how unconfident they are in their fast-paced job. They obviously deliberately wanted Viper to be high APM, or it wouldn't have the highest APM in the game -- but then, after they ship the highest APM job that they designed that way on purpose, they're terrified that it'll be "too busy"? Like, dev team, you made the job! If you thought a high APM job was going to be too busy, then why the heck did you even create one to begin with? Why did they ship something they weren't confident in? Especially if they were working on it "until the last minute," you'd think they'd've found a solution.
I obviously don't think Viper as a high APM job is a problem even if it makes it unappealing to certain players, but they clearly thought it would be disliked even before launch. And it doesn't speak well of their internal design direction or decision making ability when they made something that they didn't think was going to succeed, on purpose, intentionally, and then changed it afterwards when it had already succeeded. Like, read that again. It just sounds bad.
There is something going on internally, and I don't like it.