and this actively punishes opponents playing threats into it, as they often need to answer this first lest you have a removal spell that then gives you a Glissa Sunslayer or Abhorrent Oculus
It's a great include for a Voltron deck as you get your commanders stronger with the best equipment, auras, and anthem effects because double strike can be the icing on the cake to winning by commander damage
The second reason youd want ramp spells is to cast your big white commanders ahead of time, like Zetalpa, Primal Dawn or Elesh Norn
If it remained a mainstay of Modern, it would restrict the future design space of creatures too much therefore, it had to go
Not only do you open up more multi-spell opportunities, youre also gaining a source of card advantage
Seriously, though, to the extent that product fatigue is real, I hear about it most clearly from Magic boomers who speak wistfully of the days when they knew all the cards, which of course makes Commander easier to play