well they fixed it sure in the sense that it got more permissive ie it got easier to get the items you wanted over time. but that’s kind of a practical necessity of games with an intended long term loot progression like that, ie at launch the systems are quite strict. you don’t fully trust your interlocking tools to produce the outcomes you wanr or expect so you err on the side of caution. it’s hard to get good items and it takes a long time - most players are probably only going to play to the level cap or so anyway since there’s not much to do.
you leave this a bit, the game matures, the grind is godawful. everyone hates it including the hardcores who actually pursue it but that’s okay that’s better than the alternative overall. what is your doomsday is it’s way too permissive by accident and spits out way too much too fast and then it’s just out there - you can’t take items back. you have to nerf and power creep your way out of the problem neither of which are ideal solutions. but you start too strict and a competent company would then go “we’ve heard the fans, the droprates are bugged, we increased them by so and so tell us what you think” in little bits over the few months after launch.
it’s first expansion/DLC/live service megaupdate, whatever. now many players are either at or near the horrible bit of the grind and are broadly dissatisfied, bored of the existing content and have moved on to other games. most of the hardcores who are still playing have gotten 99.9% of the way to ideal and as such high power level. you want the game to be accessible to both people who didn’t want to grind/new players and powerful enough to reward the hardcores playing new and probably harder content. but that’s okay, you planned for this. let me use an example of what this hypothetically could look like in darktide:
right now the systems go up to 80, total itemlevel 380. you might open up the first part of the bar - let items cap at 90% on any given stat and have a potential 430 points to distribute. then T4 perks and blessings roll more often, maybe even start integrating T5s on super rare occasion. all your new systems reward these items - but at the same time all your old systems ie the ones that reward up to 80 suddenly get supercharged and much more permissive somehow or otherwise able to be bypassed, and getting items that once were in that category becomes much easier. now all those players who hated the grind are incentivized by getting stuff super quickly and catch up to the hardcores, who collectively can go off chasing items in whatever 40k’s equivalent of cataclysm mode is and everyone is happy. then you can do it again at 100%, and again at 110% if you want. or many many other ways for the new content to be brought up to 11 while everything up to 10 becomes common.
this describes tons of games and goes very very far back, i think this is true in diablo into diablo’s expansion even so god decades easy. it’s a pretty common tool to make sure most of the playerbase wants to keep playing at roughly the same difficulties etc etc. you would expect a new game to start strict and progress more permissive over time. that’s separate to any evaluative judgements about darktide’s itemization, which i think is terrible for many reasons (they totally botched big chunks of it), it’s just imo kind of unfair for that reason, or at least kind of apples to oranges.