charged melee's are usually bad the higher you go. it does create frustrating gameplay. generally people dont like to not be allowed to play the game, mana burn style gameplay hasn't been adopted by others, silences are very very rare now and often tied to ultimates or haveto be comboed (chaac ult, nox silence, pugna lost his mana drain aura, diffusal and am exist but games later keep this type of antigaming by surpressing your character abilities), silence is not easy to access, slowing hex does not stop item or completly cut stamina but does make it do less, and i dont know many who enjot getting flask hex rooted by warden as soon he can afford a t2 item. add things like abrams stun or people thta can heavy cancel ( for now i think this will be removed, though creates some cool movement sometimes).
So the result of this is mostly make lower skill lobbies, so most of the players, have a worst experience if someone were to bring this to the map. I personally don't see the upside of this to be in the game, specially this early. punch is already at its best early so if you get baited a parry you are now even more likely to just have to stop moving so you die faster to get back on the map sooner. I could see this in something like colosus aura where since it already slows and you have melee component on the item that as flavour you're so big your steps make the ground tremple and the enemy moves slower perhaps affect the stam recovery as well. heck give the stam reduction as well. late people have more options but so do you, or perhaps you dont since you have colossus so now you even the odds if you maanged to get a hit in.
do not forget haze removes stamina on sleep so you wake up to -2. gotta punish mcginis not by forcing fights out of her deployables but create rage inducing gameplay towards them.