Ofc we like these things, otherwise we would play retail.
Classic has annoying leveling, annoying farming consumables, annoying endless trashpack-clearing in raids. We opted into all of that willingly, precisely because we wanted to experience that.
Because guess what:
Annoying things make a game more immersive.
People don’t play Rogue-Likes because its so convenient to start over every time they open the wrong door in the dungeon at the wrong time, they play them because they reward attention, skill, and having good game knowledge. And how do they reward them? Why are these rewards meaningful? By, very inconveniently, punishing mistakes by making the player start over.
Now, WoW isn’t a Rogue-like. It’s already a very forgiving game, with ALOT of convenience built in by design. This is fine. People should be able to chose the level of convenience by chosing the right game for them.
But lets remove everything that is mildly inconvenient to someone from the game…what do we get? A game with instant maxlevel (leveling is inconvenient), full current-maxlevel starting gear (raiding and having luck with loot is inconvenient), and PvP is going to be really interesting, because, well, losing is so inconvenient, but someone has to lose, so lets scrap PvP altogether, and have AI-NPCs as BG opponents, which scale down automatically if the enemy team is on the verge of losing 
Such a game would be super convenient.
It would also be so boring, that I’d rather play Solitaire instead.
I know, that’s why I want it to be that way.
Forgetting everything that my character knows about demon magic and embracing the powers of affliction spells shouldn’t be something I can do in the blink of an eye all by myself. It requires the attention of a class trainer, who, ofc, wants to be paid for his services.
It makes the decision more meaningful, and the game more immersive.
If this is too annoying, well, no one is being forced to play classic 