RedSec mode feels more like Warzone than Battlefield.
I think that's a good thing. It means the developers understand that a Battle Royale and Battlefield are two very different and distinct gameplay experiences. You can't just balance a Battle Royale like it's regular Battlefield and expect it to work.
The Longer TTK promotes reactive play and meta-chasing rather than tactical decision-making.
If there's one game mode that has an abundance of tactical decision making, it's a Battle Royale. The longer TTK exists so that a single error in judgement doesn't guarantee defeat, as that would be way too punishing. In addition to that, it's mechanically skillful as aim that involves tracking is one of the most difficult to master.
The current pacing discourages teamwork and positioning, which have always been core Battlefield values.
Again, this is a Battle Royale. You don't exist as a team, you exist as a squad (or duo) and the ring of fire is deliberately meant as a way to push you towards moving around. Positioning takes a backseat, so the moment-to-moment tactical decision making is a bigger priority. Teamwork does not disappear because you can't endlessly hold a position.
The plate system in particular breaks immersion and balance. It rewards players for disengaging mid-fight, re-plating, and re-engaging rather than committing to engagements or relying on squad coordination.
Plates are a fundamental part of the Battle Royale experience. It's what ensures that most players can enjoy a lengthy match, instead of players constantly finding themselves getting killed at the start of the match, due to some random sniper sitting 200 meters way. It ensures that people have time to play out an engagement, rather than getting killed before they even knew what hit them. It may break immersion, but fun gameplay triumphs immersion any day.
Right now, winning a gunfight often comes down to whoever’s using the meta weapon and abusing movement mechanics not who makes the smarter tactical choice or works best with their team.
A meta is unavoidable. Using a weapon that best fits the situation or ensures the highest chance of survival is a tactical choice. You may not like it, but movement mechanics are a deliberate design decision. Using them to the best of your ability, is not abuse. Movement mechanics do not invalidate teamwork or proper positioning at all, they are simply a skill-check against unprepared players.