It allows lower skilled players to have a better chance at contending with higher skilled players at a purely shooting standpoint - analagous to AA. This eases players into the game and makes it more approachable. And the bullets are "randomized" within a visually represented area, which expands and contracts predictably.
The question is, is that more "fun" though?
There are several pieces to your argument which I take issue with (I understand that your argument is merely demonstrative rather than an actual indication of your thoughts on the subject).
First off, lower skilled players should not be in a match against highly skilled players in a decent matchmaking environment. In fact, I would argue that skill-muddling features like bloom actually make the matchmaking environment less enjoyable. The reason being it doesn't allow the game to get an accurate picture of skill and doesn't allow the matchmaking to function properly. There's more to "skill" than shooting, and a bad players against a good player will still get handily beaten. If we add features that compress the skill-gap, its more likely that players will find themselves matched up out of their skill range.
The second issue I have is the argument that it makes the game more approachable. I disagree on the premise that bloom gives no clear indication of why a player is or isn't landing shots. Players being introduced into a new environment need clear feedback on what does or doesn't work. Bloom only adds a layer of confusion and there are much better ways of introducing players to the game that don't frustrate higher-level players.
The last point of contention is the aspect of "fun." Understandably, this is a very difficult, if not impossible, point to contend. However, I don't think the actual mechanic of bloom is what players enjoy about the shooting mechanics. What bloom does, and what players enjoy, is adds a sense of urgency and fear to firefights.
However, the cause of that urgency is where bloom and no bloom weapons are different. The sense of urgency and fear with bloom comes from the randomized nature of the encounter. It's similar to watching a roulette wheel spinning; you feel intense emotion, but in the end it's ultimately out of your control. I would rather see those emotions created through a geniune challenge presented to the player. Where each encounter is a pure match of planning, skill and excecution. That gets the bloom pumping far more than bloom does, and is ultimately a more "fun" experience.