As opposed to fast level pace and then end dungeon grinding for months/years?
Your problem is your ignorance and arrogance of your position. Like most mainstream *******, your experience is limited to your small little echo chamber of retardation.
Grind has to exist. There is no way around it if you want to keep people playing (keep in mind this does not account for the ******* who consume at a pace that is unobtainable to develop for)
So how do you approach it?
1. Well, you can backload it like WoW and allow everyone to fast pace to cap and then... restrict them with caps on running instances. Still a grind, but a modern "please wait till tomorrow to continue playing."
2. Spread the grind out across the game evenly for progression.
If we back load it like WoW, you run into numerous problems.
Progression is so fast, all in between content/character progression is useless as it is quickly surpassed and you end up having to either auto-scale everything to level (taking development away from the player), or you have frostbolt 1, 2, 3, 4, 5... etc... garbage because you can't waste time on it due to people blowing through the levels. Add in that tons of the zones are useless and become empty shells due to this. All that work for very little play in them.
Contrast that with a grind spread evenly.
Each level is slow, which allows for in between level development features (EQ used skills that developed with use over time. So each level you had a cap, and while leveling with exp, your skills would develop getting better.
You had things like sense heading, bind wound, forage, fishing, etc... and then you had crafting skills, combat skills like kick, punch, taunt, special skills, casting schools, etc...
In this, content was heavy in dungeons, so it took time to even get through them, often hours in a night just to get to some areas and camp (contrast that with WoW speed run instances where people run the same instances over and over and over numerous times a night).
When EQ released, the bulk of the player base wasn't even at cap when the next expansion came out (6 months later). Most were mid 40's except for some key raiders and hardcore soloers. Progressing to the next expansion was continuous, not a "hurry up and wait" like WoW (wow, even on release was easy to get to cap long before any new content came out).
Point is... Grind exists in any MMO, it is just that modern MMOs back load it and turn it into a "waiting game", then entice people with useless carrots (cosmetics and non-gameplay features) to keep them occupied until new content comes out.
Yeah, sorry... but I prefer the grind that has content on the other end rather than a game that basically tells people who want actual game play to unsub and wait for a year for the next release. That is why WoW players jump games, because there is no actual content at the end of their speed to cap, just useless gimmicks.
But hey... useless grinding is stupid right? At least I was still "playing" a game, not jerking off to other ****** playing dress up.
Oh and to round this all off? Well.. travel, run speed, etc... all those features I discussed earlier lend to longevity in the play... slow progression...