Totally fair points, and I appreciate the clarification — you're right in that modern seasonal models like the battle pass don't hard-lock players out of maps or modes the way old-school DLCs used to. And yes, weapons typically do become available through gameplay later on even if you didn't get them during the active season.
That said, I’d argue that while premium did split the player base based on who paid, the seasonal model also creates a different kind of fragmentation — not necessarily technical, but progressional and psychological.
Take Battlefield 2042 as a concrete example:
Certain weapons were locked behind seasonal battle pass tiers, and if you didn’t complete those tiers in time, you had to grind them later — which could be a frustrating experience if you missed the season entirely.
There were also XP boosters and other progression-affecting items exclusive to the paid track — not game-breaking, but still a tangible advantage for those who paid.
The constant pressure to “keep up” every season meant that many players ended up feeling like they had to buy each pass just to stay current, whereas with Premium you paid once and were set for the year.
So even if the technical access isn’t restricted, the experience still ends up split between those who keep up every season and those who don’t — especially for returning players or those who can’t commit to the seasonal grind every time.
Not saying one model is perfect — just that both had/have real tradeoffs. The Premium model had a higher upfront cost but offered full access and less FOMO. The seasonal model lowers the barrier to entry but introduces time pressure and gated progression. Depends on what pain points bother you more, I guess.