P2W microtransactions on PC/Console titles, F2P or not, are just straight up bad. There is no excuse that can be given, stuff like boosters is borderline but microtransactions should be focused around cosmetics, not giving players unobtainable weapons, even if they are balanced right. Even if the weapons or items are balanced, it straight up restricts other people's access to use them. Maybe it has a particular quirk that makes it very efficient for a specific play style and no other achievable weapon can reach that. Balanced or not, the feeling of being killed by a weapon you know you can't ever have unless you pay money is straight up scummish.
I can accept mobile "P2W" because it's in the business model. Most mobile microtransactions, and games furthermore, are designed for people that don't spend multiple hours playing games a day. People don't spend much time overall playing games on mobile, so stuff that limits the amount of plays per day and such limitations are done with that in mind. If you're actively playing mobile games you're better off with straight-up paid mobile games or a dedicated handheld console. The target audience is pretty much always the people that play to pass the time for like less than ten minutes a session.
Now, overall as a business model, it's implementation does not fault on the devs end, but the communities. It's been reported multiple times on multiple games and studies that microtransactions (considered as "player recurring investment" by Ubisoft for example), is straight up (almost) half of the game's income, as players can easily end up paying more than what they paid for the game. That being said, I don't see it as the developers fault for not going with the flow - not including microtransactions is straight up abandoning a potential double in revenue. The issue came with the communities that actively partook in microtransactions and proved that they are a legitimate business model, beyond the mobile model over to PC and Consoles' AAA titles. I believe it's an issue that was not spread because of developers, but because of the masses that suck up to it. It's the same with preordering, Early Access and DLC, no matter how many people say "Stop preordering!" and give all the rational and logical advice in the world, if there are going to be people (and there are) buying them, it's a model that will continue to grow and be used more and more often.