They very quickly changed their tune once they actually went beta and now use a new definition that has significantly little to do with the "old school" meaning of the word.
NWO uses a system were each class has set of abilities, no way to mix abilities of different classes and even takes its simplicity so far that melees have /one/ type of armor they can wear and are limited to a single style of weapons (ie: S&B, THF) and casters don't get to choose from a wide range of spells but also only have set special abilities.
Combat in NWO uses a combination of a basic AI and scripts for combat. DDO's combat relies on a complex combination of pathing and collision checks. That's why in DDO you can, say, intercept an arrow even after its fired by stepping in between the archer and its intended target. In NWO you can't, once fired the arrow will impact its target no matter where the target is at the time of impact or how many obstacles have stepped between it and the shooter. The only thing NWO does different from other mostly scripted games is they added an extra phase to combat where you will get a warning where a special attack will land, but if you still there when it happens you will get hit.
It's fair to criticize lag in DDO, how DDO's AI does not quite cut it in every scenario or the "no-facing" bug, but none of it changes the fact that DDO is not a simpler environment, but quite the contrary.
The same holds true for the earlier Foundry exploit. People took a slow melee mob which had no ranged capabilities whatsoever, but gave a ridiculous amount of XP per kill. Then they basically built four walls around fifty of them with stairs up so toons can sit on top of the walls and use AOE spells to kill them with no risk or challenge and power-level to cap, making virtually all plat they need in the process. There was no sophistication in that whatsoever.
DDO too has "sophisticated" exploiters who will try hang up mobs and/or find safe perching spots. The difference is NWO also adds a system were they can build their own perching spots (in their own quests), and somehow Cryptic was apparently taken by complete suprisse that when letting perchers build their own perching spots it could result in perchers perching.
What exactly keeps other companies to then to the same or, say, Turbine from saying it is fine for people to get stuck in all kinds of environments because they still are "beta testing" their new physics engine; or put the Enhancement pass life and if completely breaks the game they can simply just claim its in beta and all is good again?
I frequently excuse the lack of quality we get in MMORPGs these days (including DDO's) because they are also cheaper than ever and I am used to quality and costs of a product to be directly related. However, I draw the line at cheap excuses and broken promises and so far Crytpic has not exactly lived up to much of what they said about their game or its open beta stage. Simply put, I pay five bucks for an all you can eat buffet I do not expect to be greeted by highly trained wait-staff and served with award winning food. But if you promise me a steak prepared to order, then serve me a slab of ground beef and call it an award winning steak in beta I will leave your restaurant.
Turbine had their screw ups too, DDO their fair share of bugs and exploits and promises the company did not quite life up to but at least that happened over a period of seven years. Cryptic seems to try beat them in all of the above in a period of merely a month.