Firstly I would like to say that I believe the Champion System should be treated as a gradual progression system. It was intended for end-game. Grinding through it is like reaching end-game and then grinding for more end-game; it's shameful and a kill joy. I have recently picked up on the dispute about the Champion System and it's controversy. The fact that players can simply grind their way to 1000 Champion Points by killing endless mobs is simply wrong. It's out of order and it is chaos. It is of their choice to do so, but it is wrong, it is unfair, and it destabilizes the game - I feel sorry for newcomers entering Veteran PvP and being one-shotted.

Alas, ZOS clearly knows about this problem and I expect they will do something about it in the (far) future.
But I was just thinking on this strange night...why let PvE aspects contribute to an endless array of points? Why make it so these mobs - these 'computer drones', repeatably respawning monsters, export an unlimited amount of exp (logically) to an unlimited progression system? This form of exp gain for the system is simply inviting these 'all-day grind must have all points pvp God mode on' types of players!
Now I have no idea what would be done if it was scrapped from the game. Why implement something like this to then scrap it? I admit it's an interesting system, one which provides players with a great amount of choice and experimentation. I like it! This is coming from somebody who hardly pays attention to it, who has just over 90 points in total (so around 30 each), and who likely leaves around 20 points in each tree until actually bothering to spend them.
Here's my solution to it though...
Forget the aspect of exp gain through PvE. Point blank. Just forget it. It is inviting grinders and all sorts to take advantage of it.
Instead, ZOS should make it a PvP-only exp gain system. You'll get no c.exp (champion exp) from helping that peasant. No c.exp from clearing out that delve. Just nothing from PvE, resulting in a grind-free-unlimited progression system. So instead you'd get the c.exp from sieging/defending keeps, and killing other players. With such an open world like Cyrodiil you may be thinking "oh...but i want loads more champion points. I can't travel and spend all of that time trying to kill other people when I could easily be killed and get nothing out of it". Well then good for you because ZOS is releasing the close combat PvP/PvE Imperial City later this month! This means that you'll have a larger chance of bumping into those pesky enemy players, therefore a somewhat fair gain of c.exp. And how about this - the more Tel Var Stones you have on you, the larger the gain of c.exp!! This would only add to the intriguing and tense atmosphere that ZOS says the Imperial City holds for us. It's a shame that we'll have to pay for IC but oh well, the c.exp would still be available to all in Cyrodiil. Perhaps taking keeps would give a larger amount of exp since you are actually doing something for your alliance. But this lead me on to think about the flaws of this. Maybe one player will team up with their friend from another alliance and just grind by killing endlessly. So something would have to change there, I dont know what, maybe you only get the exp from killing when you are sieging/defending but i feel as if this wouldn't be right. Weeks ago I saw another post about introducing seasons where Champion Points could be gained but it would be a limited amount of time. Maybe instead have seasons where the rate of gain is increased? This would promote a high fluctuation of people in PvP in that season which could be exciting.
Anyhow, the result of this would mean more people would PvP since they would seek character progression at end-game; Imperial City would become very popular because that would be the heart of c.exp gain, where you could most likely gain them faster and it would be marginally fairer. Compared to some I am actually not that much of a PvP'er but I can tell you for sure I would be very much inspired to pvp more if this worked out well. And let's face it guys - this is an MMO. This is an online game. This is a game where it's core success is at PvP. So surely there should be an end-game progression system through PvP and not PvE.
ALTERNATE SOLUTION
I just thought of this but if you really can't handle not getting any c.exp through PvE then another solution would be to have a 'restricted' amount of gain through PvE. So whenever you complete a delve, anchor, world boss, or dungeon and the map icon turns white, you receive c.exp and the amount depends on how many people you were with, the difficulty of the mobs, the level etc. If you attempted to re-do this particular area then you would get normal exp but not c.exp. I'd say that Dark Fissures would also be viable for this because they appear randomly and would give less c.exp. Maybe even the main story would give them but I don't know about that. However, I don't think the Cyrodiil repeatable quests would be viable unless something was changed there. Anyway, this would occur from the Starter Islands-Alliance Lands-Coldharbour-Craglorn-Cyrodiil and beyond. Players that enter veteran rank would get a certain amount of Champion Points depending on the amount of PvE areas they completed and how much c.exp they gave. I'm no computer expert but I'm sure they could make this alternative solution work out somehow.
If either system were introduced then I'd suggest everyone's points be brought back down to 0. Of course then the Veterans would have some points based on how much PvE areas/PvP they had done beforehand. But drastic changes must be made for the better outcome and ZOS must show they are ready to do something like this.
I would like you to know I don't everything about the champion system, I'm just an average gamer and I've spent a lot of time writing this so I'd really appreciate your feedback. Thankyou

also I haven't done much research so this may all be nonsense and not work out at all...oh well
There's a difference between knowing the path and walking the path.