I don't buy that. The maps clearly wernt designed with CTF in mind. Broad swathes of each map segment go unused, and flag stations are usually confined. The possibility space for potential tactics is limited.
On a fundamental level, Overwatch nails the basics of CTF, but what usually happens is one of two things: 1) both teams turtle up, rightly favoring defensively sound heroes like Symmetra, Mei, Bastion, and Torbjorn, and nobody ever manages a single successful flag capture, let alone three, or 2) one team absolutely stomps the other, racking up at least one flag capture with ease because their defense is good and the other teams is not.
My friends and I thought of two possible ideas that can fix this when experimenting in Custom Games:
1) Disable hero abilities on pickup - this prevents Lucio and Tracer from ruling this mode while still giving them a distinct function as their foot speed is still naturally faster than most of the cast. It also prevents terrain skipping abilities such as Phara or Winston from ruling the mode.
2) Dont allow return flag to be instant. This is the biggest offender as it MASSIVELY favors the defenders in a CTF scenario. when standing on the flag for an instant or clicking it instantly will teleport it across the map to base the defenders have to put in no work to recover their flag save for killing somone. Offense meanwhile has to break through a defense and then run the thing without ever dying across the map. They cant make incramental progress because a death will almost absolutley get the flag taken back to base as no one else can claim it fast enough (especially when they have to remain stationary on it to pick it up again).
Compare this to say Halo or TF2 where a player can pick up the thing instantly where it dropped but - this allows a coordinated offense to relay the flag back to base but still have to work to do so. Defense additionally cant just have one guy be sufficient to return the flag because he probably cant run it all the way back on his own safely.