Oh that sounds in some ways similar to the pattern to properly fight a lot of monsters in Rise, although it is not required, as the game is much easier.
Monsters do spend most of their time enraged, because of the fixed conditions at which the rage state should happen, and because of all of those flags being queued and triggered in succession for 20 minutes. Not my favourite part, as I always enjoyed exhausting and knocking out monsters in MHGU.
Also, I don’t know about World, but Rise makes exploiting bad status very pattern-ish. You get to trigger each one once per fight, usually quite early, and that’s about it. It makes a lot of the special ammo/moves/stats on weapons redundant, and going for pure damage the only “right” way.
I’ve seen my group play (the console T_T version of) Iceborne for a while, and any hunt was taking well over 30 minutes. If those are not sponges to you!
And with the monster being enraged all the time, it looked absolutely exhausting.
Rise suffered from the same lengthy fights in its current endgame, until a few crazy builds were found.
I have the feeling those super healthy monsters were the result of a sort of powercreep happening in the game because of a couple of very strong builds (light bowgun and double blade were the ones I recall) making the game easier, and the workaround they found was to pump the hit points ten-times on post endgame monsters. Which leaves the standard weapons builds as mosquitoes flying around the monster, a mere distraction to them.
I guess that’s why I focused on the lance and shield in that game, ha!