It's the opposite.
I'm a loner and a casual, yet no drop does not serve me. No drop serves those who don't like full loot, but I do like it, even if I loose more than gain, if I gain at all. The suspense has been integrated out of the game for me.
I consider myself a loner and a casual too, and for me this feature is a massive favor, helping me to save loads of time I'd normally spend gathering stuff (which is fun as dental treatment without painkiller). As far as I know only AoP have tried that feature before, but since thier popularity is close to none (server based on PvP, weird huh?), the jazz about this hasn't been heard community wide.
Lack of thrilling feeling while entering Modoc or New Reno is gone, I agree. Instead there's a good feel deep in tummy after funny/interesting chat with random stranger about whatnot or cooperative fight in random enco. It's called interaction and socialising, not that you've seen too much of it around since 2009.
No drop should serve organized groups with lots of spare gear everywhere much more, as they get more fights and less gear, but since they got lots of gear, that's not an issue.
By simple math any organized group will be able to get more and better gear than small group or lone wolf. So for these big groups items are not a problem no matter what rules and restrictions are applied to the server. They never were, any feature put in place to stop items overflooding the Wasteland hurts loners only.
Still I've seen posts and spoke to people being really amazed with the amount of random strangers involving into fight just for shits and giggles, not concerning their precioussss pixelssss. Strangers that normally won't be even there, either hiding in tents or playing something else after a ragequit.
Regardless, this full loot change is only a switch if I am correct, the real changes were the content added, and that, due to the nature of the game and the players who plays this, cannot be upheld, like it takes 2 years to generate content for 1 week ~ 1 month, only for people to cry about a switch: No drop.
Content like quests or features last for a limited period, as you've noticed. Change like no drop feature turns the game into something similiar to other MMO's, and since these seem to be more popular, I'd say this is step into right direction. The pool of masochists with supreme kinds of autism is limited after all. No game will ever flourish if it relies on those freaks to keep rolling.
I can't see this feature being switched off one day because screw you, but I'm not here to tell anyone how to make a game.