Uh, Sakura's links aren't about pushing buttons 1 frame apart, they're about pushing buttons with a precise one-frame timing window. It's actually exactly the same timing as a perfect wavedash, which is also a one-frame window.
You may be confusing the concept of plinking (which is pressing 3 buttons in 3 separate frames to get the desired input a little easier) with a 1-frame combo, because plinking is usually used to make the timing for these combos a little easier (not all inputs can be plinked though). Note that Smash Bros does not have any equivalent of plinking, your timing has to be "legitimate".
I've mastered other things which are similarly technical, like the Dante Empty Cancel combo in Playstation All-Stars (actually, it's even a fairly similar motion). I don't find the simple execution of the technique satisfying in any way, though. What's satisfying is to have a good match and beat your opponent through smart decision making. I actually find it very unsatisfying to beat someone due to them making a technical error, because then you know you didn't outplay them, they just screwed up.
I think the main reason some people love the concept of ATs being unreasonably difficult to perform is because it allows them to gain an advantage at the game through grinding rather than fundamentals. This was certainly the case with Mario Kart, there was an extremely vocal minority advocating the continued existence of snaking because they "felt it gave the game more depth". Unsurprisingly, this was code for "I'm not good enough to win without it", which immediately became obvious when snaking was removed, the pro-snaking advocates usually had terrible driving skills and item management and couldn't beat any good players without their crutch.
I'm not saying that's true of everyone here, but if you're confident in your fundamentals, you shouldn't be opposed to the reduction of execution barriers. That just means that when you beat your opponents they have no excuse for losing.