Not a fair comparison; no multi-year career mode existed in All Pro Football 2K8 and there were no drafted rookies, so the number of names to record simply was nowhere near as large.
To put this into more specific perspective: there were 240 Legends in in APF spread across 24 teams, around 11 Legends per team. The rosters in that game were not 53-man rosters; I forget the exact number, but I'm going to assume 45 for now. User created teams could choose from three different skill types per player group; for example, hands / balanced / speed for generic WRs. We'll add about four more teams worth of players for the created team filler players; so 28 teams with no free agents or draft classes.
28 x 47 + 240 = 1556 players.
Compare that to Madden: 32 teams of 68 players (release day rosters), add free agents (ballpark, 200 players), and 30 * 224 players (at least) for all pre-generated draft classes.
32 * 68 + 200 + 30 * 224 = 9096 players.
In order to allow for every player in the game to be referred to on a first- and last-name basis, Tiburon has to record nearly six times the amount of audio compared to what 2K had to do, just for player names. That's likely not feasible in general, but it's particularly not feasible on a nine-month dev cycle in which an entirely new commentary team and logic is being introduced, recorded, and implemented, which was the case for Madden 13.
My point is EA isn't being lazy; rather, the amount of work they'd have to do to implement first-and-last-name audio for every player is overwhelming.
To the topic, the drafted player storylines absolutely should continue through a player's career and that they don't is a shortcoming in the presentation. I don't think it negates the presence of storylines entirely, as the draft buildup and process I'd argue is one of the best-executed parts of CCM.