What im saying is that pre 2.2 migration was tweak to fill new version, and is not entirely new system, and pre 2.2 migration was not resettlement in current one.
There are lots of mechanics that move pop growth around, it's hard to keep track of them sometimes...
In 1.9.1 we had migration as I've mentioned (pops moving on their own for free). Greater than ourselves does something very similar but instantly instead of slowly, late-game instead of always, with an influence cost instead of free, with no pop modifier instead of the happiness boost (very similar but different).
In 1.9.1 we had manual resettlement. Similar to how it is today, but with a better UI - you could see the two planets side-by-side and the empty jobs clearly (rather than trying to remember names and planet roles, with bugged free job numbers - thanks to certain jobs messing up the UI) and you could view all the tiles worked on both planets and drag & drop between them so the pop would work the intended job instantly. Only the costs were different, influence rather than energy - so very expensive, discouraging you from doing it too often (maybe you'd never do it, relying instead on automatic migration), but the mechanic was there to allow certain players to perform a little bit of optimization - for example gene-modding a planet to be better at mining then spreading those pops to mineral tiles on other worlds.
Excess food converted to growth
In 1.9.1 excess pop growth was transferred between planets via a different mechanism entirely - food. Excess food contributed to growth, with the scaling bonus growth bonus divided by the number of growing pops - so once a planet was full the food would speed-up pop growth elsewhere. This may seem similar mechanically to the current migration, but thematically it's very, very different:
1.9.1: Cockroaches are growing by 10 points a month instead of 5 because of the excess food dumped on the tomb world, food grown by foxes on a gaia world
2.7.2: Cockroaches are growing by 10 points a month instead of 5 because of the... migration of gaia world preference foxes to the tomb world, where they turn into growing cockroaches. (I really hope you can see why this is so much worse than what we once had... I honestly can't explain it any better).
So the migration systems in the current game replaced systems that made sense before. The changes are bugged, inferior versions of the old systems that make less sense.
The changes also made food worthless when before food was an interesting and rather elegant mechanic - you would overproduce food early for excess growth then slowly convert farms to other purposes as your planets stopped needing the excess growth and each individual farm was more productive, eventually getting into a situation similar to the First League as many planets stopped being self-sustaining:
Food had to be imported from other member worlds to support the untold billions living in this enormous metropolis.
When the League collapsed, these food shipments ceased virtually overnight. Those with the means departed for other worlds, but most of the population remained behind. Mass starvation and anarchy followed
So the migration changes didn't just kill migration with bugs and annoy any player who wants to play into the late game (when planets are full and you need to resettle to ecumenopolis and ringworlds), it also killed emergent storytelling in the late game and the fun parallels with precursor civilizations (now you can just buy the food instantly at any time and will never, ever suffer starvation).