That is what most people I know have been saying. The problem is that from day 1 FF14 have been transparent with their audience on how the game is structured. FF14 is a fantastic game that really balances it out and if you are full-time employed it's still nice to keep up. It's pretty heavy in what you can do as you can go back and it does not feel so dated either. The problem with wow going back is a chore as finding groups in some realms is hard and takes time. FF most of it you can do it solo.
Wow is not equipped for that model as since MoP the world built is tiny and MoP was the last big game well or Legion I guess. I would love to see the sub drop off as people have been dipping in and out.
It's not really about transparency - it's about pacing and the amount of content in a FFXIV patch/expansion compared to WoW.
A FFXIV expansion has a pretty predictable amount of content - but it's full of content that player base enjoys. It's a huge chunk of 20-50 hours worth of leveling content - zones, 7 or so dungeons, 5 or so trials, and a metric fuckton of story. If you just play the story (and use NPCs for the dungeons/trials/etc) - it still feels like a worthwhile single player game and even if you never touch it again - you've gotten your $40 worth.
WoW's expansions are pretty hit in miss in that regard - the actual content is pretty thin. There are new zones, dungeons, and leveling content - but it's all slapped together and boilerplate. There isn't much "new" there outside of whatever the "flash in the pan" thing is (aka Dragonriding) and it's never enough to sustain or grow a casual playerbase. The "hardcores" (M+, Raiders, PVPers) just blow through it as fast as possible so they can get back to whatever thing they actually like to do (M+, Raiding, PVP), hit their goals, and then quit - helping to kill whatever activity it was they used to do. This is typically further compounded by the expansion feature (aka Dragonriding and Evoker) not really having a huge impact on the "main" activities of the game (M+, Raiding, PVP) - leaving a feeling of "did this really need to cost $50/70/90?"
There's also the issue of content scheduling - FFXIV has a much more consistent schedule and much more consistent content, meaning it's easier to keep track of, schedule around, and look forward to. WoW is a lot sloppier in that regard and the team has a track record of over promising and under-delivering on "key" content (entire raid tiers, scenarios, new pvp maps, war mode) and has a tendency to fall apart near the end of an expansion.
The trick for FFXIV isn't that it's easy to stop - the trick is that it's really easy to get back into when a new patch drops. WoW is a lot harder to stop if you're invested in it, but once players are "out" they typically are hostilly out and are reluctant to come back.