all of these points can be said about pre-DLC roaring moon though, right? i challenge you to list 1 counter to roaring moon during pokemon home in fact. everything bar kingambit in theory gets shut down by taunt / crunch / acrobatics / dragon dance. pre-DLC roaring moon can also be a "multi-Pokemon job" to take down but this thing was borderline C-rank back then. what counter-play did roaring moon have pre-DLC that is suddenly invalidated now that it has knock off? corviknight can't get another round of rocky helmet chip? zapdos can't preserve its boots when fishing for static? unaware users have to play pro-actively around hazards? i believe you're overreacting because roaring moon suffers from the same flaws as it did pre-DLC, mainly its vulnerability to priority and how it rarely can nab set-up oppurtunities unscathed.
I think there actually are some genuine differences though. The dynamic surrounding viable and available counterplay then relative to now is quite different. There is a lot of addition by subtraction here. Let me explain some examples.
Corviknight is less easy to use right now for a few reasons; I know personally I used it here and there earlier this year, but have not found much reason to use it since DLC dropped. Zapdos and Gliscor synergize poorly with it, giving Corviknight spots on fewer and fewer balance teams.
Zapdos is running faster variants more commonly than ever with offensive sets being better into Gliscor and other Pokemon that did not exist earlier this year like Samurott-H, Manaphy, and Heatran being worthy of accounting for on some builds. Zapdos without a Bold nature is not able to withstand a +1 Knock Off from an attack Booster Energy Roaring Moon, which shifts this dynamic.
Garganacl hardly exists and while it could almost guarantee a Salt Cure and some shenaigans into Roaring Moon previously, it is not around to do that close to as often. It went from being an A+ tier Pokemon to not being OU by usage. This was also a method of discouraging it from clicking Tera Flying, which is now more free aside from Kingambit Sucker Punch.
Speaking of Kingambit, you see it running max speed with Low Kick a lot now while it used to run bulkier sets often. Bulkier sets with a neutral Tera like Fairy or Dark are able to always live Tera Acrobatics at +1, but offensive variants do not have this same luxury, always dying if SR is up. This creates an awkward dynamic surrounding Tera timing for both, Brick Break prospects, Roost lines, and so on that did not exist when bulkier Kingambit was frequented.
If we want to go further, Ice Shard Baxcalibur was common back then and throughout the generation, but it is now banned. Iron Hands existed sporadically, especially on offenses, and was good to 1v1 Roaring Moon, but now ceases to exist. Landorus-T was fairly common in the pre-DLC metagame once it came out, even using Rocky Helmet and moves that threaten Roaring Moon, but now is on the verge of falling to UU.
Want to take it in the other direction? Teammates to Roaring Moon that make it more practical/convenient are at an all-time high. We see more hyper offense than ever, which it fits onto, and more things like Screens/Veil or even Sticky Webs that can benefit it. Wellspring's presence is generally beneficial for Roaring Moon, which did not exist previously, and Grassy Terrain can be helpful to Roaring Moon as both a teammate and opponent in a sense, but we did not see much of this prior.
I think Roaring Moon gaining Knock Off was a nice addition to it, but I also think this metagame has a perfect storm of conditions to it while the prior metagame did not.