I, Clavdivs, The God, declare that "smart-drop" mechanic is just a continuation of bad initial idea - which is, of course, 'lets make entirely random itemization, in a game that depends on items heavily, almost exclusively'. Something can or even must be random in every possible itemization system. However, D3 initial one had way too many crucial affixes determining item being worthy or worthless - simply too many, not only trifecta, but the good item has to be practically hand-picked affix-wise and with lucky rolls on top.
The God proposed semi-random drops perhaps year ago - notice the similarity? The God doesn't claim this to be exclusively patented idea - anyone reasonably thinking could (and probably was) thinking in a similar direction.
But not Blizzard (citing: "full randomness is essential"). Yet, way too late, we have "smart-drops" + possibility to change affixes. A band-aid. Magics and Whites are crafting materials? A band-aid. Why have them in the first place? If they are used for nothing else? First 30min in a game, and then nevermore? Just not drop gold + material instead, save some time?
More perfect solution: certain D2 affixes could be rolled higher for Magics than for Rares. When one-two affix is what really matters for an item, it works! The God proposed adding a third affix to Magics, in pack with semi-randoms and few others 'smart-drops-equivalent-band-aids' in an ever-useful itemization fix, published somewhere.
This can't work in the current system, but if the pants don't spawn intelligence ever, what good are they? Exactly - no IAS, no CC, no CD, a defensive item with preferred Armour, Resist All, maybe vitality, maybe something else, like regeneration (which, btw, is a potion in disguise - very wise). High roll Magic can be useful more than imperfect Rare. No, rather not, let them be for crafting and selling and nothing else. What if Magics have more potential for sockets than Rares? More useful, fully random, better itemization. But no...
The major advantage of D2 itemization was less crucial and necessary affixes per item. Not EVERY item slot gave a boost to DPS - some of them are mainly defensive. As long as all of slots serve same (or very similar) purpose, TRUE diversity is impossible. Yes, the boots contributing DPS and having armour AND special unique property are interesting - but same one without DPS are not. A major flaw.
What does "smart-drop" do? Just lowering the gap. Less completely useless items. And they were completely useless in the first place because they haven't contributed to holy dps (for that class). Therefore, a band aid.
I, Clavdivs, The God, declare that we need Affix-removal2.0 and adding Stats2.0 for next expansion - fact is we needed them all along (likely Replayability2.0 and Skill 3.0 also).
Again, what use of item with no dps? The one which CANNOT spawn any dps ever? Well, plenty - whatever player desire to be, whatever he chooses to have - and at least half items should be like this. Going further, with "dumb-drops" items (which are exactly opposite of smart and appear on few slots where "smart" ones can't) and Stats2.0, a change which would make off-stats actually usable, equipping characters would actually become fun.
And that's just the tip of the iceberg...