And I think we've answered how offensive pressure, Flying spam, opposing setup sweepers, hazing, phasing and "all kinds of Taunting and trickery" do not stop or defeat Baton Pass chains. With speed initiative, Baton Pass players have no problem countering any on that miserable list. Offensive pressure and Flying spam are rendered weak and pitiful against trivially acquired Iron Defence, Acid Armor, Quiver Dance, and Calm Mind boosts. Setup sweepers perish before they can gather the strength (or speed) to do anything, and even Belly Drum Azumarill is Roared out by Vaporeon or put to sleep via Smeargle's Spore. Phasing is worthless courtesy of Magic Bounce and Ingrain. Taunt is meaningless by Magic Bounce's existence. Haze has poor distribution, and the Pokemon that viably run it are suboptimal or impractical, and Haze users are worn down and defeated anyways. A Baton Pass chain has no problem restarting the chain, 2, 3, or even 4 times in a given game, on account of Scolipede.
Can you defeat Baton Pass chains? Yes. Can the user even make mistakes? Yes. But is the archetype overcentralizing and unhealthy for the development of the metagame? Yes. Does Baton Pass playstyle limit or hinder the development of other playstyles? Yes.
We've generally concluded the Baton Pass archetype (you know, the one that has dominated the OU metagame?) requires a sort of nerf, be it the direct ban of a Pokemon like Scolipede, or a complex ban or clause.