Actually I play a whole bunch of League/LoL and I enjoy MOBAs in general quite a lot.
DoW3 definitely has a whole bunch of elements lifted straight from MOBAs:
-Extremely powerful hero abilities that work like skillshots in MOBAs (so lots of active abilities you need to aim with templates/cones). Compared to that, non Psyker units in DoW1 primarily had more passive buffs and served to support your army, now those skillshots can easily devastate entire squads/groups of regular troops.
Also several of those active abilities are downright exact copies of active abilities that exist in League and DOTA2, for example Jain Zar is effectively an Eldar skinned version of Ahri (League), with the her Glaive ability being exactly the same as the Orb of Deception and even the Dash ability being essentially the same as Ahri's ult. The only difference is that they switched out two of Ahri's active abilities (one of which wasn't a skill shot anyway) for passives. They literally put a League character with little alterations into a Dawn of War game, that's telling.
- The camera is taken straight out of a MOBA game. Camera zoomed in rather close to the ground, limited ability to zoom out, not being able to change the camera angle to be able to see more in a certain direction, having to move the camera a whole lot because many units have a firing range or abilities that far exceed the camera window if you center in on a battle, you have limited ability to track what happens at the fringes of a battle. Works well for MOBAs where you control a single character and have to keep a limited number of characters in view, works really badly for a mass battle RTS.
- While I like that the base towers prevent early base rushes and matches being over too quickly, they extremely limit the size of the map, the number of approaches (in a 3vs3 match there being 3 approaches to a base, 4-5 often narrow passageways to navigate the rest of the map at best, that's how 1 vs 1 maps in DoW1 looked like, 3vs3 or even 2vs2 maps were massively more open than that). Also the 'destroy Generator->Tower->Core' gameplay is basically the same as e.g. Leagues 'destroy Tower 1 -> Tower 2 -> Core' gameplay. In Dawn of War 1 you actively built smaller base defense turrets and minefields to protect your base while building smaller bases/outposts at different parts of the map (e.g. something you can also do in Starcraft) was always an option, now there is no point in building anything outside the safe base bubble provided by the uber murder MOBA towers, because if they are breached the enemy player(s) will just focus down the core and win anyway.
- Non-hero units are small in size (3-6 soldiers per squad, max.) while having an extreme lack of details on their models compared to even Dawn of War 1 (not even to mention DoW2), every member of a squad is basically a literal clone of each other. No squad leaders, nothing. No unique animations, they shoot/swing at their target until it's dead or they get killed. Coupled with how weak infantry and most regular vehicles are against hero units (which are mostly single model units) and how susceptible they are to skillshots/active abilities, they share all those traits with creep units in MOBAs.
I love playing MOBAs and unlike popular opinion they easily have as much depth or complexity as an RTS in different ways (e.g. the whole item/equipment system in League is incredibly deep and complex and has a very high learning curve, without reading guides you don't get far), but it's not something I want in an RTS, especially not Dawn of War which had so many elements differentiating it from more regular RTS, such as the focus on few squads, extremely detailed unit models if zoomed in, animations and melee combat as well as a complex morale system (even DoW1 literally being an RTS with 60% Company of Heroes in it, Relic basically took DoW1's squad/squad upgrade and morale systems and retreat functionality and was easily able to turn it into a squad based tactics game in the form of CoH). I definitely have to disagree with the notion that DoW2 was 'closer to a MOBA', it didn't share most of the above mentioned traits and those it did to a much lesser extend than DoW3.