If anything, a lot of trends seem to suggest that the metagame revolves around the threat/existence of these rolls. Let's take the most recent Japanese tier list, for example--
The thing about the highest characters is that they don't mind the rolls nearly as much as other characters. They do not have to change their gameplan significantly as a result of them. Whether or not that is a problem is certainly subjective, but it's hard to argue that a character like Ike or Ganondorf can read and punish rolls anywhere near as reliably as the current top tiers. When someone rolls away from my Jigglypuff, my character is simply not fast enough to do anything but take the slight stage control. Going back to neutral when you feel uncomfortable against slow characters is always a winning move; this has always been the case for Smash.
This is a similar situation to the spotdodge/airdodge mechanics in Brawl; in top level play, spotdodges would be seamlessly used in close range because the frame data made it so that it was faster than almost any attack and provided the user with massive frame advantage. It was fast enough that you couldn't punish it on reaction while covering the premier spacing tools as well, so the game revolved around moves that could reliably space and stay safe from the spotdodges. Meta Knight had a ton of pokes that allowed him to both abuse his own invincibility and outspeed the spotdodges; Snake had huge damage output and an F-Tilt hit-confirm that outright crushed spotdodges; Olimar's Smashes, Forward-B, and silly grab meant that he didn't care; Ice Climbers' desyncs were a great defense that combined with the fact that one read meant you took a stock. Other characters were primarily bad because they had few (or no) options that could reliably deal with the top tier spacing tools on top of the spotdodge safeguard.
Diddy Kong has a banana that he can make disappear after he throws it, is completely safe to use in almost all situations, and gets him nice hit-confirm combos. He has a fast mid-range command grab to beat shields and is largely able to laugh at the standard defensive and offensive options of most opponents.
Sheik has Needles for completely safe damage and offstage harassment, a bunch of pokes with frame data that outright beat the invincibility options (F-Tilt, U-Tilt, F-Air landing lag), and is one of the best characters for trapping people with low pop-ups and such.
Yoshi has the highest horizontal aerial speed to attack and move away seamlessly, generally fast and powerful moves that have good risk/reward, and an Up-B projectile that makes him really, really difficult to approach (that can also be thrown at someone moving away).
Zero Suit Samus has a ton of mid-range tools that allow her to attack safely and set up approaches if they hit, good horizontal aerial speed and low-lag aerials, and very strong moves all around.
Lucario has unparalleled rolls, a projectile charge that can be canceled into anything he wants, a command grab that shoots a huge attack if it misses, and obscene KO power combined with the fact that he's relatively difficult to land a KO move on.
Basically, these characters don't have to adjust much to rolls; they can keep doing what they want to do. It can completely defang a lot of characters who have trouble in neutral but are really good at dealing damage when they're in an advantageous position.