Sorry for being so inactive lately, i'm actually not on smashboards much anymore. The ganon/ics blizzard thing is a relevant example, because it is basically a situation where one tactic can have a large effect on the matchup, and I'm glad you brought it up (arguments really aren't about picking a side and winning anyways, but trying to have open minded collaboration to find something true about a topic). But I'll say my thoughts on this and keep an open mind:
From an outside perspective it seems very similar to the reasons we would ban ddds infinite, but I think that it is very different, if not in its mechanics and gameplay nature than in its implementation and the cost/benefits of removing it. Ultimately, this is why its brought up anyways isn't it? Because there is a common perception that this is not a banworthy tactic, but that in a way that is the answer too.
-The first thing I would say is that from my impression of what people have been describing it as (needing a wall- and so seems pretty stage specific) it seems very situational, and is unlikely to change a matchup much by itself, although I'm not an expert on it. That's not too big of a deal because the focus can quickly switch to another similar tactic, I get the overriding point which is that if x is bad why not y which is sorta similar in nature?
-Removing chain blizzards from ics has costs that extend way beyond the ganon/ics matchup to matchups where having this is a completely viable tactic for ics- so its not as simple as just removing a cost from ganon, there are a lot of benefits to keeping it in too. On the other hand, removing infinites from ddd can only have a positive effect on all of the matchups it is in. Also, the only really way you can get a ban to protect competitive play with ic's blizzard is by specifying certain matchups it can be in, which would ulitimately be harmful. DDDs Infinites you would just need to ban the tactic itself in any place it is applied, so its much more feasible imo. I should note that ddds infinites I don't find banworthy just because of its nature as an infinite but because of the cost/benefit analysis that it can benefit gameplay more by using a ban to take it out than the cost of leaving it in. Removing ddds infinites can have a positive effect on the community too (and can be accepted) in which getting rid of blizzards never could be.
So I guess my not so easy answer is that infinites are different from ics blizzards (and most other tactics) because, frankly, they do more for the game by removing them. They are one of the few tactics that really creates a benefit by removing them, ics blizzards seem to have too much attatched to them cost wise both in gameplay and community feelings to make it worth removing (i don't think this idea is too debated). DDDs infinites really don't, they pretty clearly can have negative effects on gameplay and them being banned prior to this in a large degree of tournaments shows that it is not only feasible but generally acceptable. Just my thoughts, but I hope this helps :/
Edit: I'm not actually as concerned if removing the tactic will suddenly make chars viable in end game, i'm more concerned with the overall benefits of removing a tactic. So who cares if samus isn't viable anyways? Is that a pass to ok screwing her over even more so that even more outskilled ddds can win this matchup? If that's the mentality than why allow any non top tier chars to compete?
edit2: also bpc thank you
I know we don't always see everything eye to eye but I really appreciate your comment.