Since I basically posted this kind of team recently, I guess I'll chime in. First off, Volt-Turn teams do not lose to hazards. Why? Because the idea of the team is to prevent them from getting up in the first place. In a metagame plagued with hazards, my team not only prevented them, but took advantage of not having them through crushing offensive force. Stall teams are damn hard pressed to even get a single layer up without a magic mirror user because of the constant switching these U-turn teams put. Oh, by the way, one single misprediction by the stall user usually means GG against a U-turn type team. You're talking to a stall user by the way, and I can tell you from experience that even the best stall teams I've created struggle immensely against U-turn teams.
This Volt-Turning idea might be overrated since it's hyped so much, but it's damn potent, so I wouldn't say something like "it works against certain teams and not others." Certain players are more skilled than others, that's how this game works (or we'd like it to be that way), and a U-turn team in the hands of a skilled player works wonders against all team-styles, most notably Sand and Rain. This playstyle has a lot of trouble with Sun, however, simply because typical Sun-team Pokemon like Venusaur get a speed boost that makes it a lot easier to roll through U-turn teams.