I don't see it being terribly useful. typically what you would really use it for would be to drop the top for a second, do something to the opponent, then pick the top back up say for, an edgeguard
like throw down top to bounce, throw opponent off stage, regrab gyro for edguarding purpose
but there's never a guarantee that they won't hit you instead, or that you'll hit them, or w/e, so you may just give them a better opportunity to steal it from you instead
I've done similar things by throwing it upwards which obviously wouldn't be quite as good but it does give me time to play out a quick pressure based neutral. Only do it if I have them cornered though, and doing it with a platform overhead isn't that good. But the threat of the top coming back down on top of them or the threat of being trapped there until it does makes people make bad decisions quite often. So then you can just play boost fair on shield->mix-up games, space tilts and jab, and DD a lot or crouch to hold position and hope they approach you, and if they do you get a punish (potentially enhanced by the gyro if it comes back down at the right time). If they do nothing you go in with top coming down just in time to make your whiff safe, or just in time to grab it if you don't whiff. Stamping the gyro doesn't really give you time to do all this- anything more than like, a throw, a boost fair, a laser, whatever, and the gyro will disappear.
1up has some janky combos with it in that one video but none of that really seems practical as it kinda relies on the opponent being braindead and giving you time to set that up, or even just staying in a spot where you can grab them and throw them into the gyro instead of like retreating, which is what 90% of decent players will do 90% of the time if you get close enough to grab them, and the other 10% of the time they'll rush in, which will beat your "stamp" attempt or follow-up grab or w/e so even if they do eat the gyro afterwards, they've stopped your punish because they knocked you away.