The most recently released game in that list is Final Fantasy XIV, which was released in 2010, almost a decade ago, and the rest are about a decade older than that. A _lot_ more MMOs since then have tried the subscription model and failed. It may have worked in a few rare cases in the past, and some of those might still live on today through sheer inertia, but I think it's reasonable to claim that subscription is generally no longer considered a viable model for new MMOs.
I'm not saying some publishers won't find ways to extract more money from players by adding freemium features on top of subscription games if they could. Of course some would, greed knows no bounds. But I am saying that they can't afford to charge a subscription fee to begin with, if they want their game to become successful in today's climate, even if they intend to use that as their only source of funding, forgoing freemium features entirely.
> I don't find it difficult to fault exploitative behavior just because it's profitable.
I think I made it pretty clear I find those practices despicable too. But if your only option is the freemium model, you don't really have much of a choice but to discriminate based on who's willing to pay and how much. That's literally the only way the model can work, by definition.