I think it's pretty lame that the developers are forcing certain playstyles on the players, including literally sabotaging them from behind the scenes and replacing what they think they are playing with, with something else... I've never heard of a game doing that.
It's also sad to see that what's being addressed is a symptom, and not the cause. The reason people like to play 1-troop defenses is not because they just love teams like that. It's because the reward system motivates that play, for three reasons:
1. The strength of your defense team adds to your total team score, which influences how difficult the 1T, 2T, and 3T teams are that you face (and thus how long it will take to beat them).
2. The rewards per-battle outweigh any additional reward for playing a longer single battle. In other words, you earn more resources the more battles you play per hour, regardless of their Tier rank.
2. The penalty for your defense losing a battle are so trivial that it doesn't matter in the long run, and is easily outweighed by the net gain from playing fast battles.
The obvious conclusion for anyone who is trying to maximize resources is to play as many battles per hour as possible, and you do THAT by making your defense the weakest you can, to minimize your overall team score, and thus make your opposition weaker, your games faster, and your overall resource gathering more efficient.
The devs talk about how 1-troop defenses doesn't follow the playstyle they want to see... well, I would have assumed that "maximizing your gains and resources" wouldn't be a "bad playstyle"! How is trying to earn the most resources per hour of play such a bad thing to do, that they need to cheat in order to prevent you from doing it!?
The solution is obvious - alter the reward system so that playing a strong defense team, and playing other, stronger defense teams, is BETTER in terms of what you earn from it, than playing weak teams. What they have done is frankly just dumb. An easy and clear way to improve things would be to award 5x glory for 2T and 10x glory for 3T fights. Same for gold, and traitstones. The simple answer in general is to make it so that 3T battles award more resources than it's possible to earn by fighting a rapid series of 1T battles. If you combine that with greater rewards for your defense team actually winning vs the paltry dribble that you now get, then suddenly not only will players desire to play the higher-tier battles, but they will strive to make their own defenses more robust. This seems pretty easy to me, which again is why I can't believe they chose this "quick fix" over something even easier to do.
Ask any HR department and they will tell you "You get the behavior you motivate and reward". So, alter the rewards to motivate the style of play you're after, instead of having the server override players and cheat on their behalf to try to force people to play inefficiently.
So, until the rewards change to motivate some other type of play, I guess the new model is to make your defense team 4x your weakest troop, which is likely still "not in the spirit" according to the devs, but does actually respond most efficiently to the rewards system that the devs have put in place.