what exactly makes it bad? If I personally had to say it in a single word: Movement (or rather, the lack of it).
GW1's movement restricting mechanics like Crippled and percentile-based movement speed reduction had a purpose because people in all PvP modes generally had numerous, various, and specific places to go for victory conditions, and striking targets in motion often came with bonuses considering how (very nearly) every skillbar action locked players into a stationary animation. In fact, these victory condition locations were often so specific and intertwined with map mechanics (such as in the case with GvG or AB), that entire builds were designed and consistently used just to control movement and support one's team. However, Crippled in GW2 is more like a random, impotent nuisance or unjustified, anti-fun mechanic because nobody has any place to go but the 3 points in Conquest; and most people who go from point to point regularly either do so with scripted movement abilities, targeted teleports, or often just cleanse movement-restricting conditions. Chilled mostly falls into the same line; while the speed reduction on skill recharge does occasionally come into play, it's mostly just a movement snare and, more often than not, arbitrarily comes baked into skills that are almost always guaranteed to be used for purposes other than strictly applying Chilled. Most importantly, there's no reason for Chilled or Crippled if everyone is just going to dance around a 240 radius point while 240+ radius damage ticks are constantly pulsing, flickering and exploding all over it while anyone from either side are simultaneously present. And on top of all this, it's almost asinine to consider rewarding anyone for "striking a moving target" in GW2 because there is no real reason for anyone NOT to be constantly moving and simultaneously committing actions. At the very least, Immobilized prevents a target from dodging (a tangible effect that can have an impact on combat regardless of location), but as a standalone debuff, it's again something that is more often baked into rotations rather than it being the core focus of any given skill or build.
Moreover, by making the points of contention so small in the Conquest mode, GW2 is doomed to a crippling dependence on homogeneous damage-mitigation effects that more or less compress the entire game and all of its classes into a single type of offensive build: the block/evade attacker. Revenant, Weaver, Thief, Guardian, Engineer are the most similar; they generally rely the most on attacking while simultaneously evading or pulsing passive damage. They are mostly just doing PvE rotations in PvP because it is so effective. Necromancer more or less plays exactly the same except it doesn't evade, rather relying on having double the health of every other class to last just long enough to participate in a fight. The only other builds which seem to vary from this formula are the "support" types (i.e. Healbreaker, support Ele, Firebrand if people still use it), however, these builds are truly the most solitaire-like of all in GW2: doing little more than watching the minimap, support is mostly just a game of cooldown whack-a-mole with little to do about positioning or timing. Since the offensive builds are always going to be grinding out rotation damage so long as they have access to their evade/block chains or point-wide damage applications, Conquest quickly becomes a mosh pit; and the only survivors are the players who are using the exact same, rotation-based playstyle (with maybe one other guy serving as a battery to keep the PvE chains churning). There is no creativity or expression. There is no player development; just a bunch of patch-note addicts waiting for the next number shuffle.
What this collectively means is that raw movement (WASD keys) really doesn't matter in the grand scheme of things. Players run side-node decaps not because they have "really good movement," but because they have teleport skills, stability, and/or knock-back attacks (or, at least, that mild amount of sub-division was the case at one point, but now it works if even they're just running the generic, one-man-army build and decide to waddle toward a side-node point during a lull in a match). Movement on capture points doesn't matter whatsoever because all players on a contested point are guaranteed to get hit if they aren't passively mitigating the firestorm of damage with their builds' built-in evades, blocks and "invulnerability" periods. So now comes the question: In a game in which damage can't really miss (it's either aimed for you or its area of effect is so wide that it covers the entirety of the average capture node), and movement doesn't really matter since it's all pre-determined by build rather than raw, player input, how is anyone supposed to be able to tell who is really good at the game? If we take away the classes, and the particle effects, and the builds, who is doing anything truly unique, and if we find something different, how wide of a gap really is that difference between the "super top big boi metaking" and the average person who just boots up GW2?