There is a difference between being genuinely interested in community feedback to improve the product, and being forced to listen, and implement content which you wouldn’t want to implement in the first place.
First of all, Blizzard was forced to “listen”, and implement changes. If not for the lawsuit drama, exposed ongoing abuse, and mass playerbase exodus, they would never cave in.
Secondly, they “listen” blindly, meaning, they implement design without understanding why what they did needs to exist in a given form.
A good example of this is Crafting, which was redesigned, and improved to a degree, but it’s still a mostly useless system which is fundamentally undermined by the broken progression reward loop which is feeding players all the loot, and thus making crafting pretty much obsolete.
A proper RPG progression-reward loop should rely on deep expansive content, and work like this:
level > quest > gather > craft > improve | repeat
if improved enough > achieve (beat dungeon/raid boss)
if lacking power > repeat loop until improved enough
if improved enough > achieve
etc.etc.etc.
Ps. To a degree, this is how Vanilla WoW was.
WoW today is like this:
Speed run leveling > speed run improving by getting free powerful gear from quests, or grind your face on boring M+ > do a raid > quit game out of boredom and/or burnout
This game has become a weird dichotomy of either being boring, and too easy, or too painfully grind heavy game. It lacks all the expansive creative content, and depth which makes online worlds feel alive.