I just realized that "trample" probably comes from Magic the Gathering. Thanks, StephenPlays. Disclaimer: I may be wrong with whatever stuff I say here. Anyway, that's [trample] is kind of different. Trample clanks, but goes through - the way I define it is "recoiless". Invincible - I don't care for the difference between intangible and invincible - is just that: invincible. You don't clank with other normal hitboxes like say, Marth's jab, Mario's Ftilt, or Fox's Bair since they don't harm you at all, but you can "clank" or rather, make contact with, other hitboxes like items, projectiles, etc. Then there's transcendent priority which ignore hitboxes and makes it so if you have a hurtbox whether you're a flappy bird or the flappy bird's Blaster laser, it ignores hitboxes. It's like a bypass. The thing is that they pretty much do the same thing, but interact differently.
We could just lump them all together into "priority" and divide into low, medium, and high. Going from the top, high priority should be in order: invincible and trample/transcendent; medium would be disjoints as they're not attached to hurtboxes, but still interact with hitboxes and hurtboxes "regularly", and low priority would be everything else. The tiers could be named whatever like regular, high, and transcendent; mortal, demi-god, and god; or normal, stupid, and disgusting.
Late reply below.
Yeah, I know; it's not a fair comparison as they're not the same moves, but I mentioned how in the frame 16 Dair group, each of them have some kind of merit, some kind of pro to counteract whatever their cons - notably their slow startup - have, and something that makes them stand out whether that's the move itself or how the move interacts with the character. For Roy's Dair, as a move, it's bad and how it interacts with him is also bad. Yes, you're not supposed to use spikes on-stage and from a short hop, but even though Ganondorf and Ike have low jumps like Roy, their auto-cancel windows and/or landing lag is lower than Roy's and you could argue that his overall mobility is what's being used against his Dair to balance it, but then you note how fast Captain Falcon is and even though his Dair isn't a disjoint, it's consistent, it doesn't have atrocious landing lag (compared to Roy's), and its auto-cancel is good despite him being a speed demon. Roy's Dair is just there compared to the other frame 16 Dairs and Dairs in general.
Thing is that it's not a major problem; it's just one bad move Roy has out of his at least 10 other good moves and a bad move in a group of moves where about 20% of them are good.