to its decline WoW has spent quite some time on systems and content that it then leaves to be irrelevant and unfinished as they then create another system, rather then focusing on development of core content and systems.
watch any game downfall do this, focus too much on content and systems that will be rendered irrelevant. take destiny 2 seasons, they focus on repeatable activities and systems that they then remove after the season is over. man power and dev time went into that, and the content was just removed, that loop is unsustainable and leads to burn out for everyone involved.
-steel path is nice because it uses the broad content warframe has developed up to this point. (im sure the dev time that took to create vs the play time it gave was far more efficient then any of the open worlds)
-liches also make use of all that content for obvious reasons.
one of the great things about warframe in a simple example, is that planets drop multiple resources, this means if your farming for one resource, you get some of others, this snowballs when you need something else, oh you already farmed 3 of the 4 resources needed so go and target farm another, and get some others, rinse and repeat, its great.
the bad version was open world zones, in an effort to either force grind of the new content or remove the advantage of pre stockpiled resources you turned them into islands, they don't interact with the broad content of the game, meaning once your done with them, there is no reason to return. had they had at least half of the resources been traditional star chart resources people that enjoy that content could interact with it while still making progress within the broader content of the game.
almost every open world and railjack of sectioned off resources that i assume is to once again either force grind of the new content or remove the advantage of pre stockpiled resources.
a VERY rich person once said don't focus on profits, simply make your product the best, profit will follow.
rather then locking rewards behind resources, content, and systems that force our interaction with them, and cause behind the scenes metrics to be skewed (look 100% of our players are doing this content, they must love it! no you put a required resource behind it, without that resource nobody would do it. . .)
-please stop making so many new systems, and perhaps continue expansions of previous tile sets and broad content. (literally every tile set past Jupiter is a dated slog)
-please stop creating loot islands, at least half of new content should be traditional resources. (yes less up front interaction, better long term interaction)
-please stop forcing specific content interactions through rewards. (if I put $100 at the top of 200 steps of stairs, and everyone walks up them to get it, does that mean climbing stairs is fun?)
the difference between if something is a grind or not is simply enjoyment. people will play for hours if they are having fun. (insert don't waste our time, let us waste our time)