Well they've introduced a random enough reward to require tons and tons of rerolling, this single reward is absolutely vital to advancement in the game, intentionally botched the release so they can 'fix' the problem by introducing a premium currency.
Now all they need to do is come up with the excuse of 'some of our players don't have time to run this content, and it may be worth it to them to pay with their wallet rather than their actual time.' And the introduction of lootboxes into WoW will be complete.
Then they'll have a convenient excuse to offer a F2P model and save face, with the proposed premium currency earn rate being the 'paid account' version and a vastly nerfed one being the free version.
Not that anyone cares anymore. As pretentious as it sounds the problem that WoW is currently facing is that whats happening isn't a 'problem' in their game design. Blizzard is doing the same thing they've always done, all of these changes are 100% in line with their design philosophies since Vanilla. People who wanted things like more robust crafting, more world exploration, more immersion with story telling, housing, more robust trade, ect, noticed early and got fed up around Cataclysm that the game was only about raiding and would only ever be about raiding. Which was fine when the game was the hot steaming pile of garbage that was slowly getting fixed from Vanilla through most of WotLK.
That's the situation people still actually paying for WoW are in and why they are so conflicted. They've been ignoring or simply haven't seen how narrow a focus the game has become over the years as mechanics have been pruned (because raiding is actually a very simple combat exercise that only really requires a few different skills) left and right and advancement has been re-re-reworked to make it feel 'different' as the jenga tower gets ever higher with more weight being supported by the current expansions newest shiny feature. However anyone who has ever played jenga knows how that eventually goes. The design focus is so narrow now that there is nothing to fall back on, so all it takes is a small hiccup in player progression, or the new shiny mechanic to not go over well, or any number of possible failures and the whole tower crumbles.
I think that's actually the reason they put in warfronts. Sure, their pathological need to make everything a funnel into raid content made it simply another progression gate but it was the exact kind of thing they needed to be putting in and expanding upon back in late WotLK and early Cata. Having dozens of warfronts around the world, with their own associated reputations, rewards, and a bit of evolution would provide the exact kind of long term content that the game needs to shore up raids. Maybe an elite warfront that actually requires communication and co-operation of players, where players must scout out what the enemy is making next, instruct the team, and the team farms up and builds the counter to it. Have elite warfronts reward raid equivelent gear and have them share a mutually exclusive lockout. Tie in how well groups do in warfronts to how the zone works, dominate in the zone and enjoy increased drop rates for crafting, lower prices from vendors in the area, barely scrape by and see penalties.
Sorry, got off topic there. The point is that a lot of the core audience of WoW are now seeing just how bad the design decisions of the game are long term. The problems aren't just that some trinket has some boring possible buffs to the class, it's that the game has become so streamlined that a single mechanic being boring is enough to cause havoc in the games community. That is why you see so many people desperately asking for Blizzard to 'fix' the azerite problem, because they don't understand that it's just a symptom. That the causes of that problem are in fact years in the making, and started about 10 million subscribers ago.