You have to look at the quickdraw and blink nerfs as a package deal to get the full picture of what the intent was. Blink enforces a delay on ADS with weapons. Quickdraw on BD or Ophidians were fast enough that they allowed you to evade that limitation to a (very) small degree. Apparently, combining that with increased in-air accuracy was a concern, so they squashed both blink and the quickdrawing options. I don't see that it would have been enough of a problem to need to be addressed, but we can confirm that the playtesting on this patch was done in a bubble. And when you test in a bubble, the confirmations you receive run a large risk of being biased. That's why proper SDLC (Software Development Life Cycle) has multiple deployments across multiple environments with different audiences before anything goes live.
In patch 2.0 blink was made to prevent quickdraw from working directly after blinking. Quickdraw has been completely irrelevant when coupled with blink for over 20 months now.
That's a guess, we're being forced to read between the lines a bit here. I can't think of another reason to change something that's been the same for so long. Who knows, could be totally wrong, too.