I'm also extremely relieved that they did pull the plug, because this whole experiment really sets a precedence. Hopefully this spectacular, triple-A failure will deter other devs from trying the same shit for many years to come.
AH have been around MMO for millennia, the difference is these games actually design around the feature. If they want compelling random loot, they make sure that stuff is bound; yet quite often their rewards are more resource-grind based so that works well with trading, not to mention there being actual stat caps on items.
RMAH might be dead but really, it should be. Letting players sell cash shop currency for gold is a vastly simpler system that does near the same thing, there's no good reason to create two item economies when one will suffice.