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Well, let's just disagree on that. I can't support games that prey on the gambling addictions of others when there are so many other good ways to implement it. I play BDO explicitly to inspire myself to study what not to do in design. Any game where 'time invested' and 'hard work' are trumped entirely by luck, solely for the purpose of economic control, just doesn't have a good enough economy designer.
So I'll once again give something for free.
The optimal way in my mind for this to work is actually MORE engaging and skill-increase related for the Enchanter, and could be fleshed out into a full system WITH a material sink that doesn't require pure destruction, just material losses with real choices.
Step 1: Choose one target enchantment (probably with low success odds) and two related fallbacks, for a slot
Step 2: Enchant... go, dice roll!
Step 3: If target is achieved, rejoice! If not, go to step 4.
Step 4: If Target not achieved, apply fallbacks 1 or 2 to the slot.
Step 5. If player is unsatisfied with the result and want Target enchantment, clear the slot (no item refund) and return to step 1, otherwise proceed with less-than-optimal item until desired to return to step 1.
Now you can build all sorts of weird trees of skills and augments and affiliiation stuff into the fallbacks, so that specific Enchanters will 'fail' in the way you are willing to settle for. Players can even create 'their own personal Legendaries' by getting the right combination of enchants from the right people.
They already have 'you will need copies or similar materials to repair durability on items'. They don't need item destruction enchants too, that's just a gate, because these paths must have endings, and whoever reaches the ending no longer needs to do it.
Technically you'd want MORE 'Frost Elder Sword' to exist, because then you don't have to make it so strong, or 'Best In Slot for fighting X other encounter'. Let the players control what is important to them, and INCREASE the amount of them so that we also increase the amount of repairs required for them. Economy improved all the way down.
Overenchant is the solution one comes to when you don't have an Economy designer yet, imo. That is why I am hoping they will change it.