They are already failing at that point due to how aggro works in DDO. When a monster's AI activates it will target the lowest HP player within the monsters detect range, which is around 18 feet now. If a ranged player activates a group of monsters from outside their detect range they will all latch onto that player. Tank's / melee won't be able to "get hate" until that player either stands in one place for five to seven seconds, or dies, those usually happen at the same time. Instead what needs to happen is the tanks / melee's run into the group of monsters and activate their AI, while the casters and ranged stay outside of that detect range and only open fire after the aggro.
Trying to explain that to a bunch of bunny hoping idiots is impossible, so we just warn them once "no kiting", then we boot after. Kiting is the issue here, IPS just encourages such a strategy for maximizing DPS and kill counts. Without IPS they wouldn't be encouraged to kite mobs backwards and instead wait for others to get aggro first. Hell I'm ok with changing IPS from a stance to a single circular AoE attack that has extra crit damage / ect with a 6 or 12s cool down. Stuff like that encourages team work and monster placement instead of kachank kachank kachank kachank kachank kachank kachank kachank kachank kachank kachank kachank all day long.