>>43561656A big point of contention is the mechanics of acquiring them. The Smash Ball appearing on screen will halt the current pace of the match and shift away the action to chasing it, which aside from being a shitty concept in a competitive game to begin with, disproportionately favors characters with great projectiles and/or aerial mobility.
The introduction of the Final Smash Meter doesn't really make things better, as it fills up passively, and therefore encourages camping and stalling, and fills up more quickly if you take damage than if you deal damage, making it a poorly thought out comeback mechanic. Once a Final Smash is acquired through the meter, it can't really be stalled out, as it takes 20 seconds to deplete it, and Final Smashes tend to have very large unblockable hitboxes, duscouraging camping anyway. In the launch version of the game, it couldn't be stalled out at all, and this is still true if it is acquired with the Smash Ball.
Now, the Final Smashes themselves are usually disproportionately powerful compared to other supers, as they can kill extremely early, and aren't hard to land at all; you can usually click them in neutral and it will work, while some can be setup from various combo starters. The large power disparity among them is something that was more true in Brawl and Smash 4, but in Ultimate almost all of them are really good, although some incredibly strong outliers still exist (instant KOs, Peach/Daisy, Marth/Lucina, Pac-Man, etc.).
I think a big factor here is that the game lets you disable them, if this was possible in other games I am not saying it would be universally accepted, since their supers are more balanced, but it would have quite strong advocacy, because many players dislike comeback mechanics. On the other hand, if Final Smash couldn't be disabled, the game would still be played, but no one would take it seriously at a competitive level. (inb4 it already isn't taken seriously).