You know, the real-life physics of it of it don't really matter.
All that matters is that it's absolutely toxic to gameplay. I understand that Blizzard wanted a hero to counter fast-moving flankers, but doing so with a zero-counterplay hard-CC effect was the wrong decision.
Good counterplay is like the Pharah or Junkrat vs. Bastion puzzle. These are two heroes who can punish Bastion for going into Sentry Configuration, but a good Bastion player will quickly transform back to Scout Config and move. This reduces Bastion's effectiveness but allows him to continue to contribute to the fight.
Good counterplay is Winston vs. Widowmaker. Winston can punish Widowmaker hard for staying in an isolated location away from her team. The counterplay is to keep Widowmaker near her teammates, where her effectiveness is lessened but where they can protect her.
Bad counterplay is a hard CC effect on a short cooldown that is equally effective against all heroes, especially...