Any card game is going to have times in the metagame where the best decks have high consistency or low consistency, high interactivity or low interactivity, high deck diversity or low deck diversity, with any combinations of these switches at either end.
Nothing is inevitable as the card pool grows (especially if you have a rotating format), this is just a snapshot at a point in time. Very small card pools do have their own quirks, but ANR is out of infancy now. The game will get better and it will get worse, just depends on the developer’s mistakes and/or malice.
Consistency is an interesting switch to push because you neither want it too high (makes games less exciting and new players no chance to win) or too low (makes games too random with no chance for skill to shine through, which seems to be Chill’s complaint atm.) Interactivity and diversity usually want to be high, but it’s not always easy to develop a format that will give you that.
Another interesting issue is the casual metagame. In theory, the deck diversity should just increase as more cards get printed; we’re at the point now where there are far more janky decks you can design than good ones, and I’ve designed my fair share of the janky ones. On the other hand, even the casual metagame can suffer from developer’s mistakes. People can exploit the assumptions that exist in casual that don’t exist in competitive; or there might be a casual deck that just gets too popular but isn’t fun to play against.