High level Melee is defensive until someone gets a hit. Then they convert it into something huge. Same for PM.
Look at Mango here. Camping with DDs until Armada commits. Mango punishes with up throw up air.
Camping until hit confirm is present in PM as well. Here we have
Professor Pro styling on Rolex.
Bewteem 16:40-16:55, they have a short altercation before the situation resets to neutral. Rolex drops off the platform with an aerial which then Pro responds with DD grab. Then Pro works his mechanical tech skill and does some ridiculous combo, which puts Rolex in the air. Rolex lands safely on a nearby platform, tosses a grenade downwards at Professor pro's shield to act as landing coverage, and drops down. Pro blocks the Grenade, wavedashes back, and performs DACUS, which pops Rolex up, who had not covered his close range landing option. Pro follows up DJ Cypher, then detonates the C4 stick he had placed on Rolex in the previous combo. All of this started because of the defensive options that Professor Pro took to avoid Rolex's random aggression and poor landing coverage.
Think about it, many spacie player's main problems revolve around bad laser spacing, poor shield pressure and nair spacing, and lack of ability to deal with pressure. AKA they lack defense and don't know when to hold back.
Nothing wrong with defensive play, just make sure your hitconfirms are worth while. Mew2King is a fine example of this. He's defensive, but once he gets a hit, its basically a stock.