We have progressed through several loot systems in the past little while, between dungeons, raids and especially the LFR system. In LFR, people could need on items and then pass them to friends. In dungeons, people can need on trinkets and jewelry which do them absolutely no good, but take them away from people who can actually lose them.
Now, we have a loot system where you can't see the rolls of other people, until after someone wins an item. It encourages a "grab what you can" mentality. Unless, of course, you want to enter the console command, /lootrolls. So you are discouraged from being considerate of others, according to the in-game culture and social expectations we players have with one another. (And Blizzard has zero desire to support those social expectations we players have... their various loot systems over recent times show that)
Now, Blizzard developers aren't stupid. That's the assumption, at least. They get paid somewhat well, I'm sure. They probably get selected via a detailed hiring process.
At first, I thought that these gents hadn't thought things through when coming up with the various loot systems. Why hadn't they anticipated that people would use (abuse!) these systems in these various ways? To me, these things seemed obvious.
Today, most recently, I had a warrior need (and win) a trinket from Heroic Scholomance. Beyond the fact that he can't use it, but Blizzard let him grab it and run, I found myself why Blizzard intentionally created a system which allows this.
It seems that the current system encourages a certain amount of selfishness, at the very least. And, a great many people who try to uphold [what they consider to be] a higher standard are feeling like "giving in" and just resorting to a "grab what you can" mentality, and everyone else be damned.
I just find myself wondering if there is some sort of psychological study of some sort going on. Or, at the least, if the developers want to create a certain amount of tension in a "dog eat dog" sort of loot system.