I don't think "options" is what you are trying to use as the argument here because if anything Melee limits the amount of options you can do. In order to play well you MUST L-cancel, wavedash and dashdance, which leaves only 3 things you can really do to approach. If you don't use any of these to approach then you are at a disadvantage. So that's not really an option.
Do you understand what an approach option is? Melee doesn't take approach options away it gives players more approach options. L-canceling allows you to decrease landing lag in your aerials, allowing them to become significantly safer in neutral when approaching. Wavedashing allows characters like Luigi to approach significantly easier than in Smash 4 and can also be used to retreat from a dash approach. Dash-dancing allows you to mix-up your approach by weaving in and out of an opponent's range without being forced to commit to a dash.
In Smash 4, your only option of of a dash are shield (and all options out of it) and jump. You do not have dash-dancing or wavedashing to work around this forced committal and you do not have l-canceling to negate the risk of using an aerial out of a dash. It's not like having these options removes the base method of approaching.
And by L-cancelling there really are limited options for the defensive player to do. Which is why so many characters are not viable in Melee. The only characters that can take advantage to L-cancel, wavedash and dashdance are the only ones who can play hence limited options.
It appears to me that you don't understand how top level Melee works.
First off, five of the top eight characters in Melee can be played defensively, one of which (Sheik) can be played without an extreme amount of technical skill. A local sheik in the Melee scene, Borp, is famous for his lack of technical ability and is able to take stocks off of mid and high level Melee players. Defensive play is still present in Melee, it just takes adapting. It's the same idea as offensive play being present in Smash 4 (an idea notorious for being vehemently defended on this board).
All characters (except g&w, but it wouldn't help his viability) benefit from l-canceling; it decreases their landing lag and makes aerials safer. All character benefit from wavedashing; it helps them to approach, to continue follow ups, to land from the air and to space. All characters benefit from dash dancing, as it allows them to avoid being committed to their dash approach.
Balance is not centralized on these three ATs. Unviable characters aren't bad because they can "abuse tech", they are bad because they have limited options, issues with recovery, bad matchups etc.
You can say it affects balance by giving skewed advantages to certain characters, but the cast in Melee in fairly balanced (just as much as Brawl/64/Smash 4 if not even moreso). If there is a problem (if said mechanics were in Smash 4, for example), a broken character/technique could be modified in a specific area.
This anti-tech mentality is just fear of the unknown.
In smash 4, there are much more options for approaching and defending because of different kind of move lag and move attributes and hitboxes for each character where non of the moves are dominant and full of weaknesses and holes. I think what you're looking for is just learning curve to access the best option. Because if you think about it, Melee really is all about learning techniques to be as dominant as possible leaving no room for the defender to defend if you execute the techniques in a very precise timing. So in a sense there is a powerful feeling for the user because the user was able to execute timely precision and is rewarded with dominant power much like UMvC. Where as in smash 4 is more about spacing, footsies, reading opponents, and making the right execution will gain you advantages. You have to cumulate theses advantages to get a win more like SF4. Although with USF4 it has become a bit more hybrid with dominant executions.
I see the problem here. You are used to Brawl's way of play: the neutral game. Because of the overall mechanics in Brawl (and by extension Smash 4), the sense of pressure and heed for a severe punish is not present.
The game is centralized on the neutral game or moreover
stage control. You are used to staying in your zone (which shows spacing) and punishing a player for their holes in frame data. The punishment for a missed read only entails a loss in stage control and can be some-what easily be negated once you maintain stage control once again. Staying in one place and throwing projectiles or approaching with spaced moves seem familiar and allows you to have complete control of the match as long as you don't mess up.
However two things are missing from this equation. A game that allows you to rush down opponents (Smash 4 is rather lacking in this department) and a game that allows significant punishes for mistakes. A character like Melee Fox abhors you because you can't punish their sh nairs out of shield, you are helpless to do anything as a Fox waveshines you off the stage and you are helpless as the Fox continuously reads your recovery and ultimately sends you to your doom. And then once you get off the revival platform you are faced with the Fox dash dancing center stage .
When you try to fair him with Sheik your fair ultimately misses. He dashed right out of your range, and then comes in to grab you for an up-throw up air BnB. You try to punish him for trying to dash up to you as Marth with an Fsmash and he crouch cancels it. He's at 30%, so he can immediately punish you with a shine. You try it again, and he wavedashes backwards and sh nairs you, punishing your ending lag. Ironically enough, the same options you deem to be offensive can be used defensively and can actually aid their approach.
Reading opponents in Melee is just as effective as in Smash 4. Top level players in Melee do not win tournaments by going rush-down 100% of the time. They can use defensive options to open holes just like Smash 4. It is just that offensive play is
rewarded much more in Melee, and at low levels it seems like you can't punish anything OoS or even in neutral. But at higher levels, the ATs actually help neuter the extreme offensive tendencies of Melee's high shield stun and punish game.
Without them, we would have a situation like Smash 64 where you can't even DI combos. But I don't see you complaining about that game, do I?