I don't really understand the logic that queuing systems are a problem when it's not hard to find to people for near activity manually.
The levelling experience of modern MMOs such as WoW or GW2 or FFXIV is easy enough that it can be soloed, so people solo their way to endgame and haven't been incentivized to join a guild, and thus remain solo players. The game has taught them that they can do everything solo and do not need to join a guild, and thus remain solo. Maybe they finish the raid and decide they want to raise their ilevel more, so they start PUGing. Rarely will they join a guild. In oldschool MMOs, you needed a guild to raid because of loot distribution, since bosses could drop loot your class might be unable to equip. You got geared in a guild far faster than in a PUG, but in FFXIV you progress nearly at the same rate because each player is guaranteed to get at least one token they can use from every boss kill. LFR/Duty roulette/PUGing rarely leads to the formation of friendships or communities. It's just strangers queueing together for 15 minutes to an hour or two to get their reward and then parting ways and never talking to each other ever again. They view each other as cogs in a machine to be replaced, yelling at each other and kicking people from the PUG for a perceived failing such as lackluster DPS rather than working together and trying to improve to overcome a difficult task. It's a mercenary mentality.
Oldschool MMOs naturally formed friendships, guilds, and communities. Levelling was hard and you were incentivized to find other people to play with to continue progressing, long before you reach level cap and began endgame. Vanilla WoW lacked a dungeon finder. If you wanted to do a dungeon, you had to find four other people who fulfilled specific roles and had motivation to do that dungeon. The effort required to assemble that group and then travel to the dungeon through dangerous territory really motivated you to make sure that group succeeded. You were out in the world trying to find committed individuals to play this difficult content with. "This guy can tank and he's good! I need him!". You created a friends list and formed guilds, and then it scales up from there. You created guilds because you needed way more than 40 people to do these 40 man raids. You needed backup raiders who could replace people, crafters, people farming mats for your crafters, etc. Now you're having to do things that are completely external to the actual game itself. You're designing guild websites and moderating guild forums so that everyone can communicate and organize without being logged into the game. This is what ended up making the game good.
During Shadowbringers, I queued for a dungeon run and landed Amdapor. I got lucky and somehow got a party that was
very talkative (was probably a premade), and after the run they invited me to their FC, so I joined. A few weeks later we formed a static and raided savage that expansion for a few months before the static disbanded. That is very much not the norm from what I see. Never saw it happen when queuing for dungeons or LFR in WoW or FF14, nor happen again anytime after in FF14.