This sounds like more of a personal issue with input compacity, not how intuitive the inputs actually are.
While you do get a great deal of benefits from this tech, such as the option to initiate any move out of dash, there are issues that make it not as useful. Dashes usually have a good amount of start up before you can do anything besides instant dash attack. This trot animation is a predetermined amount of frames before you can end the animation into another action like: A: trot again, B: Shield. If I was a character like Marty, who covered a great deal of range with my initial dash, and I wanted to run towards my opponent and down tilt I have two options. Dash and crouch cancel D-tilt, or wave dash forward and D-tilt, the latter being more effective than the former because a dash is a commitment that forces you out of a neutral position, where as if I were to wave dash I still retain that forward momentum while being in true neutral position and I’m able to act out of it much earlier.
The method for executing this tech required you to dash, release the stick to neutral, then input, or dash, turn around, release, then input. It sounds easy, but it there are several instances where you have to give up control for inputs. A wave dash is inputted simply as jumping and diagonally air dodging towards the ground. All of your fingers have a designated position; your left thumb remaining on the joystick, your right thumb on the jump button, and either your left or right index finger on the shield buttons. This gives you the ability to maintain full control of your character during and after the animation, so to me, that sounds much more intuitive than this dash cancel, even though the dash cancel is definitely more intuitive than a perfect pivot as far as leniency is concerned.
I don’t think it’s fair that you bear so much hostility towards players who practice these mechanics. Sure, they aren’t perfect, but it’s the same as learning integrated mechanics in traditional fighting games, like Street Fighter 4’s Focus Attack Dash Cancel (FADC) or even Hayate Canceling with Makoto in Street Fighter 3, Third Strike, or even Tiger Knee inputs. These are inputs that require much more precision to gain a frame advantage, versus an L-cancel, where you just have to lightly tap L or R to get it. That’s it. No full press. A gentle tap. I’m serious lol
Like I said before, this is a decent substitute for wavedashing, but it does not make it obsolete. Maybe you should redirect your aggression towards practicing how to execute a wave dash or any preferred method of movement in the game of your choice instead of jumping the gun. I’ve played every smash game for extensive periods, and the wavedash still feels fine to me, personally.