The game design of FF14 ruined boss design.
There's only so many different ways you can combine knockbacks, stack markers, and so on while funneling every single class into some version of a 2-minute burst window while having the same core design for dungeons, variant dungeons, open world content, trials, normal raids, EX trials, and savage raids. It has to be repackaged a specific way too because every dungeon, base trial, and alliance raid is reused as leveling content and needs to be near-instantly readable for players who don't often do <random level 95 dungeon>.
They pretty clearly want to avoid requiring tribal knowledge for specific encounters (aka that WoW Dungeon where you ride dragons that everyone hates) and really don't want to design around different gear/class disparities ever again.
It's fine to not want to be WoW, which has it's own problems with tribal knowledge and wild scaling issues - but they've been performing CPR on a corpse for ~3 expansions with the current combat design, which is why pretty much every new addition is just +potency, or extra button after existing button, and so on.