I commend every iteration of the game that focuses more on characters and moves rather than manipulating code, exploiting glitches and bugs in the game engine, and studying frames.
If I lose, I want it to be because you perfected the timing of your moves, not because you sat in training and beat me because you found a bug that's not supposed to be part of the game and exploited it.
That's the reason I never even bothered to touch Melee. It's a broken hunk that the community exploited to high hell. It's not a feature, it's a bug/coding issue.
I agree with the ''don't use glitches'' mentality, generally, but I'd like to take melee's defense here.
Suff like wavedashing were known by Sakurai and the team, but they chose to leave it in the game. They simply didn't think it would be
THAT exploitable, but it still doesn't make it a glitch. But even then; it's relatively easy to perform. Everyone can do it with some practice. It's not a glitch that can randomly kill players, it's simply something that expands your options and can offer richer gameplay.
You can become good by learning the characters/moves. You can also become good by learning frames/advanced technical stuff. But a
GREAT player will be able to do both of these, and actually combine them to make the game richer. Knowing how to do things like wavedashing (or perfect pivoting, for example) lets you use yourcharacters' moves to their full potential, so I believe these ''glitches'' are actually good for competitive gaming.
I only talked about wavedashing, but my point still stands for other techniques like this. If everyone can do it reliably, and it's not broken to the point where it makes gameplay degenerates, it can't be bad.
I get where you're going with your point, though. Sm4sh is more focused on characters and the psychological side than melee, which is more focused on technical skill. None of these two games is inferior to the other, they simply give more importance to two separate areas of the game (which is also why few people are great at both games).