The device has to be unlocked, and non-Xcode builds require connecting the device to the computer using a cable.
So it’s not as trivial as it seems.
I actually forgot that Xcode could install wirelessly! To me, unlocking the device and connecting it to the computer (which could be a mac mini next to my bed) is completely trivial. It really doesn't get much easier.
I love the logical gymnastics you iphone fanboys go through to make your views fit the world we live in.
The world we live in is one where nobody is forced to buy an Apple product. If you don’t like what Apple does, don’t buy their products.
I don’t like what they do, but I also like their products.
Now what?
It’s up to you. Buy them if you want them. Don’t if you don’t.
It's not. You obviously never really developed anything using both xcode, the automated xcode build tooling, or an iPhone before.
I operated a whole bespoke enterprise build farm for iOS that did hundreds of headless xcode builds per day, plus I wired up automated app re-signing with a signing identity repository. It's a pain because Apple isn't super helpful if you're not on the straight and narrow path, but it's not rocket surgery. Just hooking up some actions to automate a build and install when 'phone plugged in' event is detected isn't that hard.
Apple has been gradually improving its toolchain. Finally their Buddybuild acquisition is yielding results.