I've browsed through most of whats been said here I think. So now I'm gonna throw in my 2 cents.
This "exploit" is whats been forced upon out of interlock classes since the begining of CR2. This "exploit" has been around since the begining of CR1, but was never really a big problem in CR1 for the simple reason interlock wasnt feared as much by classes that have little to no interlock move, and the reason for that is because there was no contested withdraw in CR1... As it exists today, once interlocked, if your build isnt ment for interlock, your pretty much screwed, just because you cant roll out to get your shield up and start attacking out of interlock like your ment to.
For thoes posting here who never saw CR1, or werent here for the very begining of CR2, the way it used to be is you couldnt attempt to interlock someone when slowed, or rooted. This ment that assassins could break your shield, slow you or root you, and even if you managed to pop their shield, they'd be able to get their assassin move off. Thats how it was in CR1, and carried over into CR2 in the very begining until it was changed. What it allowed for thoe was for a person to have a way and means to evade being interlocked once their shield was down. To tell an MKT/assassin that they have no way to evade interlock means that outside of disable evasion, you either have to catch someone while they're on green fist and hope to pop their shield in 1 hit, otherwise your gonna have to run off and wait til you can get your shield up so you can try to land your attack.
So basically what your looking at is it takes 3 hits on green fist to break the shield of someone who's on block tactics, which at most takes less than 10 seconds. So to a class that isnt suited for fighting in interlock, that means once your shield is gone, you can attempt to root/stun/bottleneck or slow the person which at most is only gonna buy you another 10 or so seconds. The person your trying to hit if they're a MA is just gonna flip up block tactics which means probably most of what you try to hit them with is gonna miss, and then your stuck in interlock getting your *** handed to you and not being able to roll out.
Now on the flip side, MKT and sniper are the 2 classes that can attack out of stealth and deliver mass damage in an instant. Sniper on one hand can hit you from 20+ meters with no warning or way to evade it at all what so ever, but aginst an MKT, jumping can save you when you've been hit with disable evasion, jumping can save you if the MKT has broken your shield but not rooted you or slowed your movement speed. So when fighting an MKT, it does provide you with the option to save yourself essentially from being hit with an assassin move. So as much as thats a hinderance to playing as an MKT/assassin, its beneficial to everyone else, and from the perspective of an MKT/assassin, its easy to adapt to and counter by slowing/rooting your target.
Bottom line here is, all fighting eventually leads to interlock, and interlock as of now equals a death trap for thoes not suited to fighting interlock, and while this maybe labeled as an "exploit" by some people, its the only alternative we have currently to avoid interlock other than hyperjumping away flat out. So for this to change, then I think its only fair that enrage be made to keep people in interlock, and to make withdraw uncontested like how it was in CR1, where if you cant keep someone in interlock, then thats your problem. Otherwise something needs to be done to make interlock less feared by thoes not suited to fight in interlock.