There's a key difference in between the intents of the designers of each game, and how fully realized their intent was. Most fighting games are made to be competitive, whereas Smash Bros never intentionally was. It was just that design goal was poorly realized in Melee, leading to an actually surprisingly yet unintended deep and competitive game. For Brawl, Sakurai did a very good job in more fully realizing his goals for the Smash Bros series, which included making it less competitive or tech based.
In the end, using other fighters as examples of history doesn't really apply to the Smash Bros series, because they start out with the intent to be competitive, whereas Smash Bros never has. Also, such comparisons does nothing to prove or show any strong competitive gleams in Brawl.
I also would like to put forward the argument I made earilier about Brawl not being able to reward different styles of play, in particular any sort of aggressive play. As far as I can tell, no other seriously competitive game gives little to no reward for trying to play aggressively.
Naruto: Gekitou Ninja Taisen EX. It's not a conventional fighter, but it's quite deep for an anime license game.
They did some mind-boggingly stupid things for EX (the sequel to GNT 4 which introduces tons of new mechanics, techs and cancels to the series, much like Melee). In fact, the transistion between GNT 3 and 4 and 4 and EX are scarily similar to that of 64 -> Melee -> Brawl. Only in GNT's case, they actually wanted to make a good balanced game with depth (I think).
Anyway, in the transistion from EX, they increased gravity. Much like decreasing it in Brawl, it made combos non-existent. Heck, several natural combos wouldn't hit someone fully off a throw or just off the ground at all because they'd fall to the ground before the combos finished. Meanwhile, they made chakra gain ridiculously high. Once you get 75% chakra, it's the equivalent of a Guilty Gear Burst, only in GNT EX, you could get your burst back several times over in a single round.
Among other Brawl-like things, they made
everything unsafe after only two hits. This in a game where there is no Low-Mid-High system (much like Smash, but they don't have shieldstabbing) so turtling is already promoted. In GNT4, shieldbreaking was a good strategy but not anymore! Everything is usnafe after two hits (unless the 1st hit is unsafe as well), forcing people to turtle even more and poke with BB and then just stop.
GNTEX is not like Brawl where you can mixup with throws a lot because throws will only hit someone standing completely still (as in: not performing a move. Running counts as being still as well) or who's currently in the startup of their Back B (a counter). You can also break throws by hitting X, Y, A or B at the exact same frame the throw connects.
So it all became a camp- and pokefest. And the GNT-community whined and huffed and puffed and simply threw the darn game in the thrashcan.
Incidentally, GNT4 was released on the Gamecube and GNTEX on the Wii. Scary isn't it?