The difference is, that Zerging is actually a form of exploiting the games inherently flawed limits, and pretty much going against the WAI expectations of the game for new and reasonable players.
Most so called zergers keep chiming in about wanting challenge yet never ask for real challenge in the form of content so randomized, or even simple randomized aspects like traps to be put into content, because they are at their core, terrified of playing any content they cant META game their way through. If they cant reliably depend on detailed walk throughs and maps showing every trap and secret door, they complain that such things are unfair to use because not all classes can deal with them.
Imagine if every dungeon had randomized traps, not insta kill traps, but traps designed to wear down and be a major drain on party resources. And that only a great spot skill, search skill, and disarm skill could get you by them without a significant cost in time or recovery resources. Im not saying the traps should be stone walls, but the twitch reflex alternative should always add at least 5 to ten minutes more per quest per trap they cant directly disable.
Then zergers would simply quit the game, and leave it a much better community in general to be blunt. And that is all DDO really needs to fix the community, an end to the extreme meta game zergability of the game, and the part of the community that embraces it as some kind of good design.
I'm still zerging with random traps.