It seems like active switch most benefits characters who have long lasting moves, and teams who have characters that can tag in and deliver high low mix-ups during the move duration. Not all characters and teams are created equal in this respect.
Most of these long block stun situations are happening due to 3 things:
*There are way more moves that negate Advance Guard in this game than Marvel 3. In MVC3 very few moves have that property, in this game a lot of characters have multiple. Dorm, Ultron and Dante have a lot of advance guard negation moves like Flame Carpet, Jet Stream, Ultron command beam, his ball, his drones etc. This makes it really easy to create long block strings that the opponent cannot do anything about.
*A lot of hypers stay on screen for a long time. Dante's Million Dollar super, Dorm's Stalking Flare/Chaotic Flame etc. This is just way too much lock down and this was a thing a lot of people were concerned about this when they learned about the tag system. I don't know how they can fix this.
*Dorm's 3C enables a lot of this but other teams are starting to discover long lock downs as well.
I see this as two overall problems in the game plus a side one which is that meter gain is quite high in the game especially when you land the hit. This allows a very snowball game plan of building 2-3 bars in a combo, spend a little for damage and spend rest for lockdown and counter switching.