All of the examples given about forming a group the old fashioned way, with an LFD tool present, talked about pulling from their guild and friends lists, which is what I mentioned. What I said was impossible, was putting together a group from scratch (i.e. you don't already know any of the other people), while an LFD tool exists. Interacting with new people outside of your already established circle of friends becomes more difficult when you combine mouth breather easy dungeons, an auto group tool and cross server barriers.
I don't give a shit about people's days either; but in every game I have played, the leveling game is what lead to joining a guild and is what lead to finding the interesting people to populate my guild and friends lists.
Everyone keeps talking about their guild and friend lists as if they are already established and that non-automated grouping is just a hassle. The socializing and networking that used to occur during the early game, and helped people form those connections, now mainly happens in the raid game. This is fine if you are moving from game to game with your core of friends, but makes the early game a ghost town for any truly fresh players.
Also, the LFD is not the soul source of lazy players, that was never implied. But the LFD does promote laziness and greed. It enhances a players level of anonymity and reduces accountability. Whatever tool is used, it should be built around the idea of helping people connect with each other as many times as possible if they had a positive experience.
Finally, McDungeons really do suck. Make solo content that can fill the quick fix, no talking necessary, style people want to play while listening to music. Involving other people should really... involve other people. Make the content so you have to discuss how to tackle it with your given tools and make coordination between players a must. If group content can be completed without using tactics and just requires you to spam your highest dps, hps or threat skill for 25 minutes, it shouldn't be group content. This sort of dungeon design coupled with auto grouping tools kills player to player interaction.