I feel this is also true. You are referencing the Dom101 articles about 2d/3d aspects before, I think. The thing is, 3d players in general are very sensitive about independent zoning issues. Zoning in 3d games comes from the threat at specific ranges, rather than the active inclusion of things at those ranges.
Algol was jarring because it was poorly implemented, imo. It was alot like Champion Edition (almost used CE haha, nobody would get it) before characters had dedicated anti zoning/projectile tools.
Given that GI now costs meter; and not everyone has acrobatic forward jumps, or tech crouching dash forward, ect, I'd think alot of design space would be required to work on fitting independent zone control in a 3d game.