And now, my own response to the topic at hand:
People who complain about runaway/hardcore turtling either have never fought good runaway/turtling, don’t know how to break (or at least get competitively close to breaking) good runaway/turtling, or both. It’s hard for me to make this concise and objective, so I’ll just illustrate it from my perspective.
I play Bison. An extremely boring Bison, and damn proud of it. My playstyle revolves far less around closing the gap to LK Scissors people to death (although I do my fair share of scissoring) and more to floating in and out of stand MK/stand HK range trying to footsie people to death. If I get a good knockdown, I’m not gonna be a total dumbass and run away immediately (particularly not if I don’t have the life lead), but I’m not gonna throw caution to the wind jumping all over/humping people’s corpses when I can just as well take maybe 1-2 reps of c. LK xx LK Scissors, back off and bait, and if they don’t do anything, just walk back to poking range and watch what they do. This is my default mode of play, unless I’ve figured out very quickly that my opponent and/or their character cannot handle me teabagging them (hi Vega), I’m gonna take it easy and take it slow. Lots of stutter-stepping, lots of whiffed c. MK, the odd max-range blocked scissors if I know they’re committed to sitting still. And if I get the life lead, I’m gonna keep my distance. I’m not gonna run full screen because that’s just stupid (more on that below), but assuming my life lead is big enough, I’m not gonna risk walking into a roundhouse just for the tactile satisfaction of ripping them up at close range. I took my risk to get the life lead and my victory is (however temporarily) assured, I am under no obligation to take any further risk unless/until I lose that life lead. Why? Because it’s much more life/meter efficient to hang back and let that poor fool make mistakes jumping/walking into my roundhouse to make my life lead that much bigger; that way if he finally corners me, I have a safety buffer to facilitate taking riskier action to escape a bad situation and affect a more significant reversal of initiative (read: “who’s cornered NOW, motherfucker?”).
But make no mistake, I am not a total dumbass. Getting the life lead doesn’t mean you run for full screen, because here’s something that escapes too many people – what specifically is involved in smart turtling/runaway varies vastly from matchup to matchup. If I get the life lead on Sagat, I’m not gonna Devil Reverse away to the opposite corner, because (a) that gives him license to throw Tiger Shots that I have to dodge at no risk to him and significant risk to my life lead, and (b) if he’s any kind of Sagat player he will kara uppercut/Tiger Cannon me for my lack of respect for the Emperor. It’s just smarter from a risk-reward ratio to stay inside, be mindful of j. MP/Tiger Uppercut hazards and try and kill him on the inside with roundhouses, scissor combos, and Psycho Crusher.
Compare that with Gief, where if I get the life lead on him, I’m gonna run like a little flying bitch – to an extent. Obviously I can only run so far before I get close to cornering myself and have to therefore resume normal footsies to bait a knockdown and a safe escape back to midscreen, but there’s no fucking way I’m gonna sit on his corpse and guess between SPD and lariat when if he guesses wrong, he’s not gonna lose TOO much life (unless I have Ultra, which may be a bad sign for my prospects if he’s knocked that much life off me already), and if he guesses right, he gets a VERY scary mixup that Bison can’t handle well at all (especially in the corner). The whole point of that matchup is to avoid that goddamn mixup by any means necessary, and that means discretion IS valor in Bison vs. Gief.
Another example where runaway is only good in moderation – Chun-Li. Chun-Li is basically Guile Lite to Bison, her footsies are almost as obnoxious as Guile’s in exchange for being slightly easier to kill. She owns Bison in the air, most of her (properly spaced) jumping attacks are very hard to anti-air, and she shields her ground offense well with LP Kikoken. I generally need to be sitting on an EX stock at all times for the use of EX Knee Press/Psycho Crusher to get past her Kikoken and get into attack range on her, but sometimes I’m out of charge and need to back off and build some meter. I can do that by spamming Devil Reverse, but in exchange for the time I’m in the air doing my “huh, WHOO” game, Chun gets a free look to do something that owns Bison hard – walking forward. I have to sacrifice a significant amount of positioning to get that little bit of meter for EX, and even if I have the life lead, it’s a very dangerous proposition to let a skilled Chun-Li walk you even a little bit closer to the corner. This matchup is won or lost by some of the most unforgiving footsies in the game (second only to Guile for Bison, IMO), and that minor-sounding sacrifice is nothing to scoff at. (In vanilla SF4 I also couldn’t Devil Reverse after she got Ultra because she could Hosenka it, but thankfully that’s less of a problem since most Chuns pick Kikosho against Bison now for the full juggle).
tl;dr people try to distill runaway to rushdown-deficient bitches compensating for something while vastly underestimating the rather severe risk-reward calculations involved in many matchups. This is kind of understandable, in that it’s something that doesn’t really dawn on you until you actually try to seriously play and win many of these matchups at the tournament level.
Also, fuck Guile. I both hate and respect that big-haired motherfucker. But I will play his little platformer game and one day I will win, because that’s what it means to be a true tyrant.