Besides lesser Pokémon variety helping moves be more unique in battle, how are any of the other points related to the QoL changes mentioned in the OP?
To put it frankly, if their focus was on building a meaningful world to engage with then the older gameplay works fine for me. But.... just for your sake rather than mine (because I don't care about this all that much), I'll toss this more thorough response to the OP in here.
1. Pokemon learning new moves outside battle (thus in turn not interrupting gameplay) is gone, you are again greeted with a screen after battle that Pikachu wants to learn thunderbolt, delete a move etc
- Great! I didn't think this mechanic was all that exciting or important, and - similar to others - I often didn't use it. I appreciate the old mechanic for how it immediately prompts the player, how it becomes an immediate choice that they have to make, and how there are consequences to making that choice (learning a strong move comes with great rewards, learning a move that actually underperforms in comparison to what you had beforehand can really injure the strength of your team, etc.). But, I think overall PLA had the issue of not asking players to work through the consequence of their choices.
2. Watching the pokemon getting experience in the background is gone, back to slow ass experience screen
- To begin, I think this is a presentation consideration rather than a gameplay consideration. It doesn't require interaction from the player, it is just a means of conveying information. I can appreciate that it sped up the game a lot in PLA. The old system doesn't bother me, and I appreciate the clarity and visibility that it provided; if anything, the increased visibility allowed for it to become more of a gameplay experience because I was more aware of when my pokemon were leveling up and what the potential consequences were. I think the bigger gameplay challenge for experience in modern Pokemon games surrounds experience share, and I think PLA had the weakest of all experience share systems we have seen in a Pokemon game in part because of how experience acquisition was presented to the player. A QoL improvement that increases speed but doesn't benefit the mechanic might mean that either the improvement or the mechanic are no longer needed.
3. You cannot select pokemon nor throw pokeball before engaging in a battle, you are back to touching the pokemon to trigger the battle animation and the first pokemon will automatically come out
- I think this is a bit of a miss. I suspect that this is going to be addressed in future games; it makes sense to be able to initiate battles by throwing a pokeball, and being able to select which of your team members is going to be the first to show up against a pokemon. I liked the smoothness of this experience overall. But it is hardly a gamebreaker for me.
4. Pokemon moves again not making physical contact, its back to Pokemon Sword shield tier of move animation, and its back to the slow ass battle speed, before attacking you are again greeted with 100s of text like it is hailing etc
- This doesn't concern me much either. Yes, I would love to see more animations brought into the games. Yes, I would like that to support my immersion in the game's world a bit more. Yes, I think Pokemon does overcommunicate with text and could invest into other ways of communicating battle conditions - some of which was done really well in PLA. That said, I think the mechanics of mainline Pokemon are stronger overall compared to PLA, including the consequence of weather conditions or being poisoned or paralysis, and so those conditions or status changes deserve more attentive communication in the mainline games. Am I excited about all of this slowing the game down a bit more? Not necessarily. Was a satisfied with the QoL additions as they impacted the infinitely more simple gameplay in PLA? Absolutely not. Do I think there is a better way that neither of these two games has really brought forward to the public? I certainly do.
I think PLA brought forward some good advancements for Pokemon. There were some nice gameplay and presentations improvements which did benefit the quality of the experience for the player. I also think that the ideas were half-baked and demand some pretty substantial iteration. We were sold a tech demo or proof of concept instead of a game. To that end I will happily play Scarlet and Violet using the older mechanics because, after PLA, I realized that they more aligned with what I was looking for.