Except that's not entirely true. Gholdengo counters exactly one relevant Defogger. Corviknight. And even using that as a Defogger is mostly fine if it has U-Turn and teammates that can hit Gholdengo. It's true that the numbers of Defoggers are low. But Talonflame beats non-Tera Gholdengho. We also have more spinners than before, many of which can threaten Gholdengo on the switch. Gholdengo blocking Rapid Spin isn't different than any other Ghost type. Ghost types aren't new.
The meta would be hyper offensive regardless with Tera and all these Paradox mons and Ruin Legends running around. Shed Tail, too. Shed Tail really punishes slower or more passive sets. There is simply too much offensive pressure. And the hazard setters wouldn't stop setting hazards if Gholdengo is gone. The momentum it takes to clear hazards in this gen is much harder than in the prior one with all the offensive pressure in the Meta game.
Furthermore, Stall was nerfed with Toxic and Scald being taken away from many pokemon. And you don't need to run 4 Heavy Duty Boots to make a team less vulnerable to hazards. Ground, Steel, Poison, Flying, and Fighting types are all good against various hazards. Nearly every OU team will find a way to have a Ground and a Steel type on it already and it doesn't take much modification from there. You shouldn't need more than one or two Heavy Duty Boots on a team. It's funny that people might run 4+ boots, but hardly necessary.
I also suspect we need to go over the different hazard clearers somewhere because we have more options than a lot of people seem to think. Glimmora can be used as a Spinner. While Gholdengho still blocks Mortal Spin because Steel type, it's a better option against double Ghost cores. Glimmora also can run Earth Power to threaten Gholdengo for when it wants to switch in. Hatterene is a decent Magic Bounce pokemon for whatever that is worth.