F2P came about BECAUSE players wanted a good way to try a game before buying it; demos, even in digital form and especially in physical form, are a serious expense for very questionable financial gain. In a way, F2P has been successful in that specific regard; virtually every F2P game allows enough gameplay for free that a player can be fairly certain whether they like the game enough to keep playing and/or pay for things.
Unfortunately, I think it's gone too far in some ways, going from a "try it, then buy if you like" to "pay, or get stomped and feel like a second-class citizen in the slums, you filthy freemie." "Free to play" has become "free to lose." The divisiveness of many F2P games that feature "pay to win" models has only segregated the playerbase and formed the "whales" we always hear about--you're either the fatcat throwing hundreds or thousands of dollars in and basically coasting to victory and progression, or you're not really playing and deserve to lose for weeks or months until you hopefully grind your way out of the gutter. It's an impromptu caste system, and it's toxic. It's clear devs want you to pay by the way you're basically shunned and shamed for not doing so. It's bad form and it kills games, not to mention reputations.
Games definitely need to start looking to evolve their business models in the hope of solving this segregation problem before free to play models disappear completely.