The only way MTX is in any way acceptable to me is if the game is free-to-play. If I have to pay $60 upfront, then MTX just feels like you're trying to nickel and dime me. I don't mind paying for DLC, as long as the price is fair for what I get.
You can't change my mind.
That sounds more like you're just haggling over what constitutes a "DLC" versus a "microtransaction", at that point.
Call of Duty map packs weren't considered "microtransactions", but I also don't think parceling out core content like that behind a paywall, was actually good for the games. It just created "Have" and "Have Not" tiers within the actual matchmaking. Destiny 1 and 2 had similar problems, where if you didn't buy the latest expansion, your userbase got balkanized in multiplayer based on who owned access to what.
If keeping all of these "big" things free for everyone means having a non-random store where you can drop a few bucks on a BR skin, or a disco ball MJOLNIR paint job or something, then I think that's a perfectly fair compromise - even a potentially GOOD one. They'd just need to implement it carefully, to make sure it doesn't poison the game's progression and reward systems, in favour making them grind-ier. And make sure there's plenty of this stuff that can still be earned in reasonable intervals just by playing the game.
For hints at how they might be looking to implement their MTX, I think it's probably instructive to look at their last two games with post-release monetization: Gears 5 and Sea of Thieves. Both seem to be embracing the above philosophy (though SOT had a long period without monetization, I suspect because Rare/Microsoft realized the game was threadbare content-wise at release).