Lets say you are farming a DKP item. Before it was channel specific, so you had to stay on that channel to get the item to drop. Now, you can afford to spread out and share that effort on multiple channels to effectively multiply spawn rate. What this will lead to is small groups of people being able to effectively control drops and create more hostility between players because of this.
All this causes is a complicated mess and you end up arriving back at RNG, since this is now a RNG DKP system, instead of a RNG + DKP safteynet. The former just combines the worst of the two and gives no improvement.
Also, people choose to play this game either solo, as a group, or as a guild. If EVERYONE agrees to the terms they play, its okay. However, the average player doesn’t care what some random player gets, unless it impacts them. DKP means that if someone gets X you cannot get it. Period. Worse yet, it takes effort from player A and gives it to player B who gets said item. Is player B going to stick around and help player A? In most cases the answer is no.
Sure, if its a friend you may, but would you do so for an opposing guild? Someone you literally just met? The whole point of RNG means that if you may get lucky, but if you put in more effort, you have a greater chance to receive something. DKP means that everyone has to put in effort, and if someone puts in more effort than you, you can still benefit from minimal effort.
lets say the DKP is 1000. You wont see a meaningful drop chance until 900 mobs are killed, putting the drop rate at 1/100 or 1%. So, if you know that a party is killing 15 mobs every 30 seconds, you could hop in once every 30 minutes and have a greater chance at receiving the item, than if you wasted the time continuously farming.
This means the path of least effort is to play the game you want, and every 30minutes or so you hop over and attempt to get the item you want, and go back to what you were doing. While another player works for you for no benefit.