And one thing in response to zoralink (I'd say more but I'm on my way to work and don't care that much):
The scenario you're describing is present in NUMEROUS online games. Whether it's WoW, Diablo, ME3MP, whatever. You'll find overgeared players carrying groups in lower difficulty content in all of them. I guarantee every single RNG loot based multiplayer game will have the same situation. I'm sorry that you find it offputting, but these games are all balanced around the END content, not the starter. I hope that you can eventually come to understand that by getting yourself to that point quicker will result in a more rewarding experience for you.
in the 150+ hours I've logged (yay I can play too!) I've had exactly ONE group get upset that I wasn't interested in routine chests. It was a group of 3 friends that had never progressed further.
However, I've had too many groups to count that thanked me for the things I taught them over the course of our runs, and like I said before, I always meet at least one more person doing the same thing as me who then goes on to do higher content with me as well. As you noticed, there are a lot of us who play like I do, and with our HELP you'll get to that point as well.
Faster runs = more runs = more gold AND experience. Everybody wins.
Oh, I know. I've been a heavy MMO player and played ME3's multiplayer a lot. I think a huge part of my issue with it is largely due to sheer discrepancy between someone with, say, a staff that does 100 DPS, versus the person starting out that got the super sweet drop that does a whole 37 DPS! Compared to something such as ME3's multiplayer, where power damage was completely independent of your weapon/gear (Other than equipment, which was a minor difference in the big scheme of things), you could even be a lower level with a crappy gun and still feel helpful, particularly due to the effectiveness and importance of combos in ME3. Go into DAI's multiplayer with crappy gear and a group with good gear, and you'll be struggling in the dust, occasionally slapping an enemy for 30 damage only to watch them explode into tiny pieces from the Keeper's chain lightning a second later.
I'm looking forward to the later game and challenging difficulties, but I also want to enjoy learning things for myself while feeling like I've earned my way up. Not to mention the pure difference in enjoyment between watching other people roflstomp the entire place versus having to work with my team to actually clear things in a reasonable time. One of the most rewarding rounds I've done yet was when I was a level 8 archer, went in with a full party only for 2 of them to drop, was just myself and another level 11 archer. We got to the fourth wave working together, focus firing down enemy archers and horrors while I used caltrops to slow any enemies that got close and the other archer kited through them to make use of them. Both of us eventually got mauled when we reached a room with a shadow + knight + 5 archers.
While it might seem silly to have found that as rewarded as it was, I enjoy the challenge, and seeing what I can do, on top of simply wanting to learn the game myself. I'm not going to rage or anything if I get grouped with someone(s) who are rushing, but I'll probably just silently follow along, just waiting for the round to end.
I'm not really sure what they could do to fix this though, without implementing a level restriction dependent on the item level, which I'm sure many people would not want. Even I'm iffy on it.
Personally I think making potential item drops more valuable from treasure rooms would help immensely. It's not the end of the world if not everybody wants to pick up every pot, but it just feels silly to skip treasure rooms to me.