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They are a good idea. I don't know how well they were executed but making them single use in the main game and (effectively) infinite use in the post game makes it so that you have to consider what to put it on during your single player run.
In game infinite TMs being utility moves like false swipe, weather moves, or stealth rocks gives you a chance to play around with different strategies instead of just running big number hit hard through the entire game. The hard hitting TRs then give you access to powering up your main team lineup, but you have to decide who its best on, knowing that no one else on your team will have it. Are you going to give toxic to your wall, or the pokemon with venoshock?
When you get to the postgame, sure it can be a pain in the ass to grind out getting more but lets be honest, that's an execution problem not a conceptual one. If getting BP or Watts or whatever can be done in a number of different ways (Especially if it's through the battle facility, because you're basically getting it passively) then the grind stops being a problem.