Why?
How does having 2-5% drop rates make the game better?
What happens to the "amazing feeling of accomplishment" you get from beating a monster when you arrive at the crafting screen and realize you need to go beat them at least two more times to get the materials you need?
Why is it essential to make the player perform a busywork routine between every mission?
I get defending the core mechanics... but what's the point of defending the padding? Are people upset that gathering is instant now? That weapon trees are no longer guesswork?
Monster Hunter, like many loot games, relies on repetition and replayability to maintain player engagement and "rare" drops are part of that formula. I mean, they're not really all that rare either, especially when you can increase your chances of obtaining them by capturing monsters and breaking certain parts of the monster. Generally speaking It's not as bad as you're making it out to be.
If you blow through the entire game fighting each monster only once or twice at most then you're missing out on the core MH experience.