I thought that this this nerf was long over due. It was getting old seeing it SO much. In wars, that was all that some clans did. in one 30v30 war, clan hit us with 22 - 3 stars using zap. A different 40 v 40 war, there were 24-3 stars using the zap. That is the only strategy that these two clans used. All clans involved were max or very near max th13s. This is the part of the game where I thought that the nerf really needed to occur. CWL too.
For legends between 5000 and 5600, i rarely see it. In my experience, I get trucked over by QW/hybrid. Sometimes yetis. In my current defense log, I only see it twice, one for a 3 star and the other for a 97% 2 star. There are also more yeti variant armies than hybrids, but not by much. So it still worked well in legends, but was just not used by the masses and I can dig that. I do not think SC would do something like this though were rules would only apply to one game aspect and not the other. Be a little confusing.
SC has nerfed many of troops over the years once they realized that they were too OP. I bet everyone could name a few troops that were the meta one day and then average the next. Remember ghost wizards??
The attack strategy is not going to be GONE like engineering. It will just not be as easy and will require a little more skill to maintain the abilities to 3 start with it. Just like they did with eDrags. Same principal, when introduced, it was way to OP and required 0 skill to triple a base. SC finally nerfed, and yes it still requires 0 skill to 2 star, but a 3 star actually requires the attacker to have some skill. Assuming both are max th13s. It will not go away as everyone has been saying that it is a fun strategy. I wouldn't know.
As you mentioned, the little influence base design does play is your only hope to stop your village from a triple, but every base has a weakness and it is about impossible to defend skill. So, with skill, this attack strategy will still be a triple threat. It will just not be as easy.