That doesn't make sense to me at all. The format is a total stallfest rn... Imposters with infinite PP, prankster Haze/Topsy-Turvy, everything with Shore Up, RegenVest, Tidy-Up for guaranteed removal, and already everything has 252x3 Bulk, etc. My games regularly go 50+ turns and I'm using a heavily offensive team.
1) PrankHaze only works vs stat stages, and not stuff like items or abilities(band, specs, plate, pixilate, SoR, etc)
2) Shore Up is super easy to pp stall out if you're using higher pp moves because of the recovery nerf, and even easier if you can keep up hazards and spread status like Poison or Paralysis(which technically doesn't waste pp, but it does make it more likely to break a mon because of full para turns so I'm counting it)
3) Most of the time, Imp is taking hazards chip every time it comes in, and with proper imp-proofing, it is very limited in what it's able to do, either being worn down over the course of a game if not managed properly by the imp user, or ending up being caught by something like block imp or Spirit Shackle mons and pp stalled out.
4) Regenvesters can be broken through with either strong physical attacks, good hazard support, removing their vests, inflicting poison, or some combination of these. They only heal 33% on a switch, and if you get up full spikes, that's 25%, so you only need to hit them for at least 8% to make progress, or if you hit them with a mspin poison, then that plus spikes is enough to force damage through regen.
5) I don't love Tidy Up for the same reason that I don't think Defog is as good as Spin is(assuming you don't get spinblocked), using it removes the hazards you set too, which essentially means that your opponent got a free spin on top of the free turn, not a stellar trade.
6) Tidy Up isn't technically guaranteed because Taunt exists.
7) Post team, you might just not have mons/sets that are good at taking out defensive cores.
8) 50 turn games aren't exactly a stall fest, it could just be a matter of getting chip and positioning breakers properly to actually break the cores that's responsible for the turn length.