you know, the good friend that got me into magic told me something similar, i've heard this old truism trotted out by a dozen other sources who are involved with the game to varying degrees, and i will tell you the same thing i tell them: you have no idea what you're talking about
I don't huh? Can you play constructed magic and be successful without playing the meta (and by that I mean study the meta and play decks that are good against it)? Would the format even work if you didn't play 2 out of 3 and use side boards to band-aid the over emphasis on match ups ? No and No. I don't need to play at a competitive level to see that. I've played the game long enough and read enough about the competitive scene to see how it works. These are IMO bad aspects of Magic - things I dislike immensely about the game. Things that pushed me away from Magic (things that exist in casual constructed honestly). And this is why I don't like constructed.
In no way am I implying that guys that play constructed are unskilled or playing an inferior game. Quite the contrary. It is highly skill intensive (probably more so than any other format BECAUSE of the fact that you need to play Magic and play the meta as well - recognize what deck you are playing and what the best plays are to beat it, etc.) and guys that compete at that level would wipe the floor with me with relative ease. Chess is a highly competitive and skill intensive game too. I don't like that game much either. As I said different strokes for different folks.
On a side note... I don't get the elitist vibe that seems to be prevalent with some of the more experienced Magic players. Like somehow playing on a much more competitive level makes my (lesser skilled) views of the game somehow invalid. It's a myopic view IMO. It assumes that the game operates the same all all levels of play. Very few things do, certainly not a complex game like Magic.
Take something like Basketball for example. I played when I was younger, but never at a highly competitive level. The game we played was completely different than what you see at college/pro level. Strategies and things that are obvious at one level of play may not even apply at a different level of play. No one I played basketball with could dunk or get anywhere close to the rim - so guys driving to the basket often represented less of a threat than wide open guys shooting set shots (this is absolutely not true at the college/pro level but school yard level it can be true). Dudes who were 6'1" were centers and power forwards posting up and getting rebounds where as these guys would have had to play point guard in college. It's apples and oranges. So what you are talking about with some of what you might see in super competitive constructed Magic (and why you think I don't know what I'm talking about) may or may not exist at lower levels of play. I can tell you that casual constructed has two big issues - disparate power levels (depending on how much guys spent on the game) and matchup issues (Roshambo - which is IMO tied to constructed period across the board). I played over 10 years with a lot of different people and I definitely know what I'm talking about when it comes to this game.
i dunno, i've seen more standard creatureless control in the last year than in the previous three. the counterweight to this is ... well, burn, but also walkers. you can attack walkers. walkers are good in control, but they're good against control. this is the tip of the iceberg, though. the high-cmc creatures aren't going to ever be nearly as busted as Balance because they cost more than 2 and no Titan will ever be as strong in Cube as Upheaval. beyond that plaint, what do Whispers of the Muse or Fact or Fiction represent but "runaway card advantage" -- that you can't attack? all these hand-waving arguments are leading me to conclude that you just dislike the modern Constructed thing for reasons you can't articulate, which is obviously fine and probably quite interesting if you figure out what the real reasons are.
The problem with walkers and things like Grave Titan (from a run-away CA perspective) is that there is no ongoing cost associated. Walker abilities are free. Grave Titan gets dudes just for swinging (less broken than Walkers, but still grossly under-costed for what you are getting). Whispers of the muse has a very large buyback cost, so while it is infinite it is constrained by the mana cost each time you use it. In short, you are making a big sacrifice to get the effect. The same is true of pretty much every re-usable effect in the game - Icy Manipulator, even something busted like Necro - they all have costs associated with their effect. They aren't free. Everytime you want to use it, you must pay a cost. Very few things are free and limitless (I can't think of very few cards outside Walkers). Walkers are the biggest offenders. They offer spell-like effects, and each turn after the first you pay no mana for them. In fact, you give up nothing at all to use them. They are completely consequence free. To add insult to injury, after a few turns of using these consequence free abilities, you then get access to an ability that generally auto-wins the game - again also costing nothing at all. Walkers avoid a fundamental mechanic on which the game was designed - mana cost. Do they technically break the game? No - Wizards came up with ways to balance their power (mainly making them attackable so they could be dealt with effectively by most any deck).
My issue with them has more to do with how the game has changed because of a new permanent type. It wasn't designed with planes walkers in mind. Has it evolved and is it still a good game? Yes. I just don't think it needed changing and I preferred the game in it's original form. To me, this would be like introducing a new piece to chess or a new move in checkers. Will the game technically break? Probably not (as long as the change is well thought out), but the game will forever be changed and won't play the same going forward. I'm personally just not a fan.