Well first off, I don't have a problem with enrage timers, though TOR's are tuned a little tight IMO. However there are various other ways to make DPS skill relevant to a fight. An example: Spawning of adds at timed intervals. Slow DPS will eventually cause the group to be overrun. This is an example of a "soft enrage", in which the mechanics of the fight eventually overwhelm the group if you let the fight drag on too long.
I think what the OP is objecting to, is the hard enrage mechanic, where not killing the boss in X seconds means you wipe. A soft enrage means that lower DPS with better tanking or healing could still work if necessary. Or it can open up more complex strategies, such as a group member kiting all adds while the remainder of the group deals with the main boss.
There are other ways to make DPS even more relevant, such as damage shields on bosses which need to be broken so that a channeled ability from the boss can be interrupted. This gives you a measure of the burst DPS capabilities of your raid. Now you make the ability that needs to be interrupted survivable, but very hard on tank or healer resources, such that the DPS failing once isn't fatal, but continual failure will definitely result in a wipe.
I'm sure I could think of plenty more, hell I am pretty sure I've seen both those mechanics I just described used as soft enrage mechanics in WoW. I'm sure I could delve WoWWiki to find many additional DPS tests which are not simple hard enrages.