The problem is not power, its counterplay. Once Yanmega gets a free switch via switching in after a KO or god forbid a U-turn, you are forced to hard commit to taking out the Yanmega, else it boost its speed to the point of no return. Admittingly, it is not the best into offensive teams because they can afford to eat a big hit or even sack one of their defensive pieces to it, then bring out something to revenge kill it, while stall has blissey which stuffs it.
The issue is that every other team style cannot pressure it hard enough to deny it. Balance teams and other slower pace archetypes allows Yanmega free entry by nature of having more passive, bulky walls. Yanmega hurts teambuilding so much because you are forced to run quad resists on every balance team just to deal with Bug Buzz. And guess what, Air Slash and Tera exist to your would-be wall is one flinch away from folding over like a pancake. Combined with the million other metagame threats like Kingambit, Archaludon, Chien-Pao, Urshifu-Rapid, Raging Bolt, Zamazenta, Iron Valiant, and Tera,Yanmega forcing specific counterplay crushes archetype diversity.
Now, me personally, I would ban all of the aforementioned (except I-val and Raging Bolt, they're cool) because I would love to see a metagame where as many archetypes are viable, but that's just me. Mons like Chien-Pao, Urshifu, and Zama are so overtuned and kinda defeat the point of Pokebilities, no (since they have only one ability)?