The difference is attrition encourages you to get stronger - you could do more, if only your stats were better.Simple solution. Cap number of VP to 500 a day per player. (max ~6K VP per season)
If 1 player takes 3.125 sectors for a single rotation, they are is finished for the day, and everyone else can still fight. You can reasonably have up to 5-12 swap sectors at 4-5 rotations in a day, (~10K points) so there plenty of points to share around. The end result is the same as attrition, but you don't feel like your wallet got jacked, your armies depleted as well as your goods and treasury. It might be helpful to encourage unblocked sectors immediate from HQ.
A fight cap with free attrition can be exploited fully at ludicrously low development. Join the right guild, show up as soon as locks break, do your daily clicks against low-boosted armies with say 200% boost and a middling traz.
Attrition was created for a reason. I expect they hoped that the cost of siege camps or the clash of egos would prevent what GBG has devolved into. It didn't - the profit incentive was too high. But they never wanted it to be a fight-all-day activity (individually) - originally 100 attrition was the cap and quite plausible to develop yourself to beat - but a couple seasons in they jacked it to 150 that short of a few mechanically winnable fights is not reasonable to expect to beat. I wasn't too happy about that change at the time, but I do understand the reason for it better now.
As for the attrition-free fights, it probably should've been fixed sooner, before quite so many players were used to it. But they were scared. For them to change it now, some of their internal numbers must be showing serious issues. You can't both say they "never listen" and say it's the fault of people complaining that a change you dislike is now coming about.
So perhaps a better focus given that "attrition matters" is a core principle they want to restore, is what do you want instead of free fights?
Example:
Transfer some of the lost rewards to the end-of-round prizes.
One thought: A lumpsum FP reward to each member based on placement, with a sufficient gradient to reward those who continue to win in higher leagues. Say diamond could offer:
1st - 3000 FP each
2nd - 2000 FP each
3rd - 1500 FP each
4th - 1250 FP each
5th to 8th - 1000 FP each (fighting to avoid relegation to a league with worse prizes)
then platinum could offer a similar distribution with a smaller range - 1000 FP for 1st down to 300 FP for lower places. gold could offer 300 for 1st down to 100 for lower places.
This would shift some of the focus to caring more about winning than farming.