I played Commander for years when tuck was a thing. I included tuck cards, and anti-tuck defenses, in my decks, because that was what you had to do. I was happy when it left and I don't want to see it return.
The new rule is simpler and cleaner: Any time your commander is kicked off the battlefield, you can pull it back to the command zone. Magic is a super-complex game and Commander adds another layer on top of that. Anything that adds further complexity has a high bar to meet to justify its inclusion, and "I hate dealing with other people's powerful commanders" does not come close to meeting it IMO.
The people who run Problem Commanders and do so in a problematic way are the sort of people who had no trouble playing around the tuck rule. It's the casual player whose deck collapses when the commander gets blown out. Tuck just makes life harder for the casual player and puts another weapon in the hands of the pubstomper.