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Because they need to learn to adjust the level curse so actually exploring, catching them all, and beating every trainer doesn't end with you being 5+ levels above everything else. The core idea of automatic EXP share is fine, in fact it's basically what every other JRPG has been doing for ages.
But as shown by XY and ORAS, just slapping it onto an older game model does not work. This is doubled down on when you also remove HM's, because now you only need to swap out teammates if you want to, and a lot of people generally have a team they like to use by the middle of the game and stick to it. I hate HM's, and I'm glad we're moving away from them overall, but I also think that this is a factor in why the new EXP share doesn't do the newer games any favors.
But the 'solution' we're sold isn't the worlds biggest media franchise actually putting a bit of effort into their game design, it's to replace the old autism with new autism of constantly swapping out your team and basically leveling everything you've ever caught equally in order to be about on-level.