I don't know if it's superior, abstractly speaking, but I do know it's how it was done and, because it was done that way, it had the consequences it had. The whole point of considering what Sonic can do and what the best options are is that you'll never spindash in a vacuum. You'll always do it because you considered the game's actual level design/hazard placement and the fact that the ring system exists, so -- worst case scenario -- you took your chances. This tension is always there, and it drives you to become more skilled at the game. And it only exists because there's nothing you can do that isn't throw yourself at whatever the level has to offer. And this framework, in turn, only exists because at some point Naka said "no, I want to there be only one action button" and Yasuhara replied "alright, let's make a good game out of it then". You can theoretically map whatever you want to whatever buttons or combinations of buttons you like. The process by which Sonic came to be and why it's played the way it plays, though, is historically recorded regardless of SRB2 or whatever attempt at a gotcha you may have in you, because that isn't the point. They can simply make it to where tapping or even holding spindash while moving doesn't allow you to spindash, but just make it to where you roll or does something else (maybe even nothing). But it turns out they (almost) never did, and there are also reasons for that.