Sorry for taking my sweet time replying to this, I read it when I got up but there's been shopping, getting Meg's new PC set up (aside: Windows 8 is
horrible) and watching the last couple episodes of Mad Men. I'd also like to add that though my response is short (for me, and this kind of subject), I'm not disregarding everything in your post.
I don't know about sapping the strategy.
Well, what else can we call it, really? Before people are told how they should be playing (Berserker stats, stacking in corners, etc.), they play the game "for real" (and notice I didn't say they play the game "right", more on that shortly); dodging, staying mobile, using whatever skill suits their build, needs or preference, etc. They play the way they learned to play while leveling, the way that naturally comes to them, because that's usually how games like this work. Can we not assume that the developers intended for content to be played that way as well?
To me, stacking has always been the community's response to the absence of the Trinity and the chaos that design decision brings. Instead of dealing with enemies that refuse to behave in an orderly fashion (as they would when glued to a tank), players have found a way to neutralize their behavior entirely, trumping the intended strategy and mechanics of each fight by exploiting the way the game works. Though I use that term, I don't consider stacking to be an actual exploit; it's an unintended blind spot in the game's mechanics. As I stated in my earlier comment, it's one I hope ArenaNet fixes.
It's not an easy task as it seems and it's easy to compare a pug group to a group that gets along better and see some differences despite the base strategy being the same.
You don't have to sell me on stacking having it's own set of challenges; believe me, I've seen it fail often enough to know it requires a certain level of skill and awareness. Whether it's the same level of skill as playing the game "for real" doesn't matter. I could make a big, long rant about how it teaches players bad habits and stacking has ruined dungeons, but you know what? The bottom line is that ArenaNet didn't anticipate it when developing their content and it's on them. I can't blame the players for taking the path of least resistance, as tempting as it might be, because the loophole is there. It exists. Nobody is hacking or cheating or doing anything that breaks or alters the game; they're using an oversight to complete the content as efficiently as possible. Whether I think gaming should be about efficiency or not (spoilers thought, I don't think it should) is irrelevant; stacking exists because the game was built in such a way that such a method is possible. I don't believe it should remain a possibility in the future, though.
I think it's a particularly troubling thing to see so many people associate the berserker meta with stacking in a corner and trying to kill mobs.
The whole reason the 'zerker meta exists in PVE though is that players need to burn enemies down as quickly as possible because they can't last long in the stack. You've given an example of using blinds and other CCs in high level fractals, but neither of those are directly related to the use of Berserker gear. It's only when you're stacking them in a corner to cleave them down that it matters; you need the blinds and CCs to survive
because you're stacking. I feel like this isn't a particularly good example because you're describing a rare situation with severe circumstances (the warriors one-shot you regardless of gear and build), whereas most of the zerker / stacking exists for efficiency's sake or to negate the mechanics of the fight. It's kind of an outlier, is what I'm saying.
I'm not saying the berserker meta is suitable to everyone (some people can't handle it after all, and that's fine), but that it's a bit weird to call it such a brainless meta when you have to think twice as much on what your enemy will do because you could get downed or killed far more easily.
I never said it was brainless, just that it's a way to negate the intended mechanics of too many fights by turning them into strictly a DPS race. People want challenging fights with interesting mechanics, but that can't exist in the same game as one where a trick can be repeatedly used to trump the intended fight mechanics.