No. That isn’t “the only good way”. It may have been the most expedient, but framing it as the only good way is ridiculous.
Deviations work themselves out over time, given enough possessions. Sometimes you don’t have enough possessions in a game to make up for deviations. That’s why games, and their defined stopping points, are played out, rather than just handing the championship to the team with the best adjusted OVR of the top 9 players at the beginning of the year.
You still haven't been able to name another good way to reduce variance. Except maybe making the games unrealistically long? I feel like that's a whole lot weirder than making outcomes more predictable.
Someone who cant tolerate needing an “overwhelming favorite” to “feel confident” in a game shouldn’t be playing a competitive multiplayer game in the first place. But that’s probably another thread.
I would argue that someone who can't handle generally losing when they have an inferior team has no business playing in a competitive multiplayer game. Go find a single-player game you can put on easy mode and just beat up on people. But those of us who enjoy competition would like the players who do the best job building and setting up their teams to typically win.
Also, I guarantee it was not a “consensus”, unless you’re talking about a group of 4 or 5 specific coaches. Look at the responses on this, or the thread I linked to. Re-stacking the deck mid-game to even more heavily favor favorites, and engineer “expected” results is not a good or popular plan, except among a very select group of users.
It was actually extremely popular at the time. It was a change that was only ever implemented because of overwhelming forum outcry for something to reduce variance in game outcomes. I don't think it's unpopular now. Seems like the majority of commenters still approve, they just don't say as much. And many of the people complaining about it only do so after they perceive it to cost them a victory. Put simply - there is a hell of a lot less complaining on the forums now about the "lack of randomness" than there used to be on the amount of variance in game outcomes.