They might not innovate enough but they do try new things each expansion, technically:
- ARR: everything that was in ARR
- HW: Normal/Savage, Diadem, Deep Dungeons, Squadrons
- SB: Ultimates, Blue Mage, Eureka (Diadem-like area) being tied to relic, Logos Actions, Command Missions (squadrons), Doman Mahjong
- ShB: Ishgard Restoration, Trusts, CEs, Ocean Fishing
- EW: Variant, Criterion, Island Sanctuary, introducing single player-esk mechanics into an MMO (story NPCs following you like FF8, proximity following NPCs, a Metal Gear Solid duty, or In From the Cold).
- DT: Chaotic, Beastmaster, apparently the Deep Dungeon will work differently
Whether those were well implemented is another story, but they at least reserve capacity in their schedule for experiments.
I don't get why. Just do a few FATEs and CEs and you're back to max level. It's not even a big deal. In Shadowbringers, when we got Zadnor, I think just 1 or 2 Skirmish was enough to return all the lost EXP. That takes no time at all.
Consequences for dying are meant to be part of video games, and it's weird that people think that when you mess up that you should continue to be invincible and succeed.
It's also there for social reasons, by the way. Almost always, someone will resurrect you and this will prevent you losing levels and EXP. Although rare, sometimes people die far away from other players while searching for treasure - which thus makes it social because they have to ask in /shout or /party for a resurrection. Social interaction is obviously the point. And if you find that hard? Just do a few CEs and you're back to max level - the CEs don't even take into account level so it doesn't affect the content you're doing anyways.
To be fair, they said what their inspiration was (AI), and well, clearly Cyberpunk and westerns. It's just an obnoxious and overbearing mix, with the shift in theme so sudden and drastic that it's hard to appreciate.