One solution I came up with, was to design my own external app. At the "draft recap" stage, I run this app which randomly chooses a round and a draft slot, and gives instructions to adjust various ratings of whichever player is found at that spot. It will choose a highly-drafted prospect and instruct the franchise owner to significantly downgrade key attributes such as awareness, as well as the development level. This would emulate a highly-celebrated prospect who ends up being a "bust." On the flipside, a few Day 3 type prospects will get chosen and they get significantly upgraded in development and attributes, simulating a late-round "gem" or prodigy such as lucking out with a Tom Brady in the late rounds.
Other steps are, to randomly select prospects and they get a significant drop in Injury and Toughness, emulating players who just aren't cut out for the physical demands of professional football, who end up being injury-prone. And then a handful for whom the Development gets bumped up or down. (https://www.torontogrudlies.com/draft_variance.html is the web-based app I came up with... I pull this up and then hand the controller to someone who isn't in my franchise, and have them make the edits to the players in question.)
However, it would be cool if we had something like this in-game, rather than drafting and scouting being an "exact science."
For that matter, the entire numerical rating system perhaps shouldn't be as "front and center" as it has traditionally been. During the scouting process, we see letter grades and other rankings like "GOOD-GREAT" etc. and it would be cool if those carried over to the regular player base... the numerical attributes still existing but not readily visible. (With the draft class, they all have the ratings but we don't see them unless we specifically go into the edit mode.) Instead of being able to see and sort attributes like speed for every player in the league, maybe have it based on scouting and coaching instead.