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Beeing able to tech out of the SPD is actually intentional. It was originally a bug, but one of the testers thought it was fun so I made it consistent. The thought behind it was, that by beeing able to control the fallspeed while SPDing, there would be a small mindgame of when to tech. But I think your right that it makes the SPD a lot less scary.
I am planning on creating an update in a few weeks to address some of your issues.
Something that makes the teching-SPD problem even worse is that teching in Rivals is actually really, really simple. Instead of having to time your techs like in Smash Ultimate, you only have to press and hold the dodge button 20 or so frames before you collide with a surface during hitstun. So, teching being very simplistic, and ultimately being a non-issue, means that the near guaranteed tech out of the SPD assures that Zangief will hardly ever get damage/kills off of SPD, rendering the move almost entirely useless.
Honestly, a better way to balance the SPD is to either lower the damage it rewards the Zangief player, or lower the KB so that it doesn't kill until way, way later in the stock—but lowering the KB/KBG would make the move that he's supposed to be centered around also have no payoff later on in stocks. Making it untechable would make it feel better for the Zangief and give a button for the opponent to be scared of, which is the entire point of a grappler character. Trust me, he wouldn't be too strong if the move was untechable with all the numbers as-is.