It is not so hard to understand really, but this attitude has effects on game design, so you have a point. Even if just buyable "skips" of content, this implies you have content ingame worth skipping (grind or annoying designs). Still even pure "paytowin" games can be fun and balanced, if well designed. It also matters if it is designed as multiplayer or soloplay. AoC was from the start not designed as pay to win, so there is a lot of risk and conflict potential. It is also a question of respect to the original artists and devs if you make whole tiers "skipable".
Here it would not be so troublesome, if all you skipped would be random content (like having to fight monsters till you find a certain powerfull item in the random loot) or grind (like having to reach a certain level to progress). But with the raid tiers you skip a lot more and also lessen the chance for people not willing to skip to experience the now "skipable" content (like with group instances or raids).
In the past such conflict of interest was solved by "difficulty levels"...not much time and still want to solve or see the whole game? play easy....ready for repeating a lot of content while spending a lot more time? hard difficulty