I think the "grind" formula works at the lowest levels (basic carrot on a stick psychology) so is the most easiest to adopt for most game developers who tend to try to focus their efforts on glitzier aspects of their game. Of course in a game you really enjoy you tend to notice very little of the "grind" so grinding in general is very subjective.
For my tastes, I prefer an MMO that goes out of its way to create as real a virtual world as possible. MMOs with shortened worlds and more "stream lined" mechanics tend to get me bored quicker (i.e. notice the grind faster).
EQ, EQ2 and WoW are good examples of fairly well fleshed out MMO worlds with good physics and indepth levels of play (true Z-axis, gravity, water, friction, quests/crafting/meta games, thriving economies, etc ...).
WAR, Shadowbane and Champions Online are good examples of "niche" MMOs that I don't care for. Very limited in scope and play styles.
Most current mainstream (i.e. not F2P) MMOs fall in between those two models in my mind (DAoC, Aion, City of Heroes, SWG, etc ...).