The problem with what you're saying is this... you could evaluate that opponent has not enough meter to wakeup up2 up3, or roll. Therefore you'd be free to go for meaty pressure on the wakeup once they're lower on options. Of course you're not likely to smash an overhead while the opponent is fully stocked on meter. Before the change you're looking at the opponent still being able to, WITHOUT meter,, either immediately wake up, short delay wakeup, medium delay wakeup, or long delay. That's four different timings for your meaty overhead...
That's being reduced down to just two, and the delay will have an obvious animation as well. A metric ton easier to apply that overhead. Those frames aren't hard at all to time correctly on just two wakeup timings...
Even then, it doesn't have to be a meaty overhead. I mention these two because of the heavy mix in their strings. Could be low starters too. The pressure they will be able to put on your wakeup is going to be pretty immense say like.. after you breakaway for example.
You're saying if they don't use wakeups why would they now, but like.. after the change if they actively don't change between regular and delay wake up that makes the timing for the Sub or Terminator player way, way easier. Currently, its not something that you're actively worried about from the Sub or Term doing to your wakeup because its such an insane risk to commit to their overheads on a meter less foe that can do 4 different delay wakeup timings.
Idk what games you are playing but delay wakeup as it is currently into buttons is one of the most used defensive options, because its way better than the other more readable wakeup options.
The bigger winner to me is still Eternal Geras though. His sand clone set up is going to be busted good with no short delay wakeup. All he has to guess between is roll or up 3, and has options to beat both with the clone out.