Overwatch is another example where you can see this battle unfold. There are now 2 completely separate competitive ranked queue options with different rule sets in order to bridge this gap in gameplay expectations. I personally prefer the unconstrained queue where more dynamic teamwork is required, but a lot of players prefer the role queue where they can expect certain meta styles. I think both are perfectly valid ways to play the game, and this approach might be a good example of ways we might be able to handle these varying expectations in a more general way.
Diablo 3's hardest difficulty at launch was a nightmare. You had to move around with Ninja Gaiden/Dark Souls-level precision in a game engine that just was _not_ designed to give you that much precise control
So often I'd be trying to run out of something, accidentally click a monster instead of a patch of open ground, and my guy would stop to turn around and shoot. It was horrible
Not only was it un-fun to play, it actively made me feel bad. "Hey, game's over, you're just not good enough to play any more Diablo. Get out."
This is the direction Path of Exile has gone and frankly it sucks. It more closely resembles bullet-hell games than old school Diablo 2.
Fun content, but anywhere past Act 2 was dramatically overtuned. Ultimately you don't want the only reasonable path to be cheese strats.