
Sine, just wanted to give my thoughts since I've seen you comment on the def I usually do a few times now, totally open to discussion. Yes it is slower to setup than a standard box, but the time difference is not significant, especially in a setting where you have a proper sweep setup (see some screenies below for a comparison between straight box def and mine). Usefulness is debatable, and of course I'm biased, but I feel it's an effective defense for me as a player who is not very mechanically skilled. It has 2 outward steps after each corner of the zone, and one inward bump in the middle. All of these turns are the same size, due to the low speed, which makes my life a whole lot easier on each rotation since I just have to make the same quick left/right, left/right, right/left/left/right. Something I hate is having an inward bump in my zone that is larger than standard, because I've got to then time my turn to be as close as possible to not leave too much gap (making the bump even bigger, causing rapid shrinking on each rotation there), or I turn too soon and die. Maybe this isn't an issue for other players, but it's something I struggle with. With a speed defense, when you begin to make bumps they can be irregular and large, not a fan. I maintain a low speed with all those starting turns which helps me maintain standard size turns each rotation and makes it easier for me to block cuts by braking and quickly stabbing my wall without dying despite being so close to it. The inward bump at the center of the zone, while slowing me down, is also to split up what I see as the main potential cut zone of my def, the long straight sections. If an attacker tries to lack attack on the first segment before the bump, I have the option of braking to mess with their timing, stabbing (which is hard against this attack and not my main choice), or racing them to my bump and stabbing if I am hiding a bit / just continuing my def and watch them slip out at the bump if I'm not hiding, since the second half of the bump is slightly smaller due to the speed reduction of the first half of the bump. Perhaps you could try to lack attack the second straight segment after the bump, but there's not much room to work with until that bump becomes larger later in the round, at which point I may have more setup. Most of the times when I get cut it's due to poor reaction speed or rubber mismanagement.
Main weaknesses to this def are: 1) a slow shrink as it's hard to expand without many long straight lines to speed on, which is primarily an issue later in the round. 2) Holing since the slow speed makes it harder to block in time. 3) Reliant on sweepers to setup properly in case the attacker can exploit the extra second it takes to setup.
On the first two points, it is my opinion that truly good attackers/players should always be able to slow shrink any defense and should always be able to hole without being thwarted by the defender alone. Also not saying this excuses me for doing a def that is particularly weak to these things, but they are tradeoffs I am willing to make to be as effective as I can at maintaining a def for a long period.
Regarding your comment "I think the bottle is obsolete. I rarely see it work and the time trade-off is a bad investment." There are varying levels of effectiveness depending on the bottle, but I definitely think it's necessary against good, aggressive centers. I don't think the time trade-off matters with a good team because the sweeps should be able to hold everyone off while the def sets up anyway, but of course you don't want to take forever on it. I do think you brought up a good point that an early split is a good center counter. It's a viable counter and in that case the def doesn't need to bottle, but doesn't allow for your center to go on the offense and try to kill the other center / try to center.
Here Andrei is doing a straight box def, on the other side I've just rounded the third corner, so he is ahead but not by much.

Here's where I am when he's reached his tail
