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I'll also note that as I think one of my team pointed out in the feedback thread, the way players are affected by this is entirely different in dungeons than it is in open-world topside plains, so it requires a lot of sub-implementations, but for topside, I have no issue with any of this.
'Prey' creatures or 'lazy' ones should probably link but not aggro or pursue, predators should probably aggro and outrun players' regular speed and stop chasing after you manage to mount up and their dismounting attack FAILS for some reason, etc.
Most things should either be 'unwilling to chase anyway, but abundant', 'very willing to chase, but fast enough that you will get caught', or 'able to root/snare you'.
And yet, we will still be in the situation where none of this will save a mid level party from a high level character who resists the Root, shrugs off the damage, or doesn't care about how many they link.
Similarly, none of it will stop a high level from 'gathering up a bunch of mobs that are weak to them, defending against those, and letting their lower level friends just pick them off one by one', so unless people only care about how this works at near-max level, the 'trains' part of this will probably never go away.
I say that since I just prefer we don't really discuss that too much, the Official Thread can cover that part of it. This thread was made because of George's concern about the
lack
of danger that happens with short leashes and poor target selection mechanics.