A lot can change when you exchange fun and win.
But the only way that highly skilled players win more often than low skilled players is if lobbies contain a variety of players of different skill levels.
This means that each player can find opponent's around their skill level, but also means that the highly skilled players will make short work of significantly lower skilled player and thus win more often.
At first glance this sounds decent. Until you take into account that because lower skilled players lose more often against higher skilled players, there is a tendency that many low skilled players lose to high skilled players.
Furthermore I would argue that playing against equally skilled players is more fun since that provides a good challenge.
If I'm deleted before I could even register what happened I'm not having fun. If I delete somebody before they know what's going on I might have some fun, but not a lot.
Finally, success in the game is essentially zero sum (for somebody to win others must lose). And playing against a much higher skilled opponent really sucks.
So while "fun" and "win" are different separate concepts, increasing fun almost necessarily balances the win rates and fluctuating the win rate almost necessarily introduces non-fun games (for a specific group of players).
I'm not saying they are equal, or that you can't have fun without winning.
I'm saying that the entire system is a pile of hot garbage and it's very unlikely that you can both ensure that everybody has a fun game and that higher skill correlates to more wins