The problem is that people lose track of the fact that even free to play players who are highly engaged with the game open literally hundreds of Rare-quality souls in the span of even just one year, and the natural evolution of the game means more Ironite and more Rare-quality souls are able to be earned on an average day as time goes on. The odds are made based on those kinds of assumptions.
Don't get me wrong, I also think it's good that the industry as a whole is moving in that direction. But I also know the underlying odds of many of my competitors (either because I've worked on them, I know people who work on them, or I've found sources I find reliable enough that have datamined/crowdsourced results for the game), and the end result is most games are not far from each other, and it comes down to games that seem more generous just have other demands in their economy to make up for the perceived generosity.