Personally, I think a lot of people disliking the thok has to do with its skill ceiling compared to a move like the Insta-Shield or even Homing Attack. The latter two are a lot easier to master, while the thok takes time. Not everyone wants to put in the time to master it, which should be respected, and the Power Spin kinda rectifies it with its double jump kinda being a jump thok with an uncurl.
If you don't want to put in time to master the thok, then play a simpler character and let everyone else that did master the thok have fun
Realistically, we both know nobody's going to do that. Sonic is literally everybody's go to because, and nobody'll ever believe this, but his name is literally on the game. Everyone wants to play as the main guy first.
This is all just circling back around to completely misunderstanding the problem to begin with. The problem isn't the high skill ceiling. A high skill ceiling doesn't make a move hard, it just increases how good you can get with it over time. How hard a move is has to do with the skill floor, which limits how good you HAVE to be with it to use it practically. The skill floor, however, also isn't the problem with the thok.
The problem with the thok is that it doesn't fit the level design. The two have to go hand in hand. The thok works because of its simplicity, but the level design isn't built around it and so it ends up becoming too dangerous for new players. If the level design was built more around complimenting the thok so that players can grow their skill with it naturally without constantly getting themselves killed by overshooting their jumps, new players wouldn't be having an issue with it.
Part of the reason so many of us that have played the game for longer are so passionate about the thok is likely in part due to the fact that the levels never used to have this problem. Back in the day when there was only Greenflower, Techno Hill, and Castle Eggman, there weren't many if any bottomless pits in the game. The levels were structured more like playgrounds for us to practice our movement in, and so since the thok wasn't getting us killed we were able to grow our skills more naturally over time.
If you travel along the timeline a bit to start to notice when the thok started to get treated as a problem, it's after some of the newer levels got added and the older levels (in particular Castle Eggman) got redesigned. Now, instead of the levels being built safe for the thok, they're starting to resemble hallways littered with bottomless pits. SRB2 might actually be starting to become one of the Sonic games that uses bottomless pits (and close equivalents) the most, opting for a design mentality of suspending pathways in the middle of giant chasms that seem to be demanding the player to slow down and be careful to progress, with many of these obstacles being unavoidable during progression.
The solution is to chill a bit with the death hazards. Stop leaning on platforming sections that demand inexperienced players to slow down or else face death as a level design crutch and section these types of level design off into their own optional pathways for the experienced players.
As for the Power Spin, I still want to reserve judging it too much, but I do definitely agree with the sentiments getting passed around that it's too complicated. If you can't expect new players to be able to figure out something as simple as the thok, it's only going to get worse when new players have to figure out the context sensitivity of every little nuance to the power spin. It kind of flies in the very face of the simple design that 2D Sonic (and even 3D Sonic) is known for, and tries to give Sonic a toolset he doesn't need.
Tails and Knuckles are the vertical characters. Sonic is about speed. He goes fast by rolling and jumping. The thok compliments this by giving him a tool to redirect his momentum in 3D space. Overshoot a jump? You can turn around and thok back to the platform for a safe landing. Sharp corners? Change direction on a dime with a well placed thok. These are skills that players will develop naturally over time if the level design isn't punishing them for using it.