I would agree, but I'd argue it shouldn't really depend on the unit. Normal infantry shouldn't have problem engaging while someone is abusing strafing movement to kite and attack simultaneously forever. Take for example a matchup between a palatine guard using menavlion and an oathbound. The oathbound can hold w all day, but because of a mixture of the menavlion, strafing speed and time to block the oathbound can't really force a fight. If you take an even worse matchup like legionary vs sturgian berserker or wildling, then a player with enough patience to abuse the combination of time to block and strafe speed can kite to the point of never even needing to parry.
Even if you look at duelling at the moment, most people tend to strafe away from strikes continuously as time to block makes defense unreliable close. Which means people are kiting away from strikes to avoid the weaknesses that time to block forces on the player. Even the stance system works against sensible close range defense, by increasing time to block as a penalty to what in other melee games would be sensible defensive footwork. The resting weapon position for example is on the bad side for a defensive strafe.
Time to block is bad. We already had a time to block after all, called latency.
The footwork is omnidirectional and enables kiting
Kiting has the additional element of punishing the forward movement player by abusing their time to block.
The combination of both means that getting people stuck in actual melee fights is largely impractical for proper infantry classes (i.e one's people would use normally in skirmish), without something like a flag forcing it to happen.
Strafing and attacking away from someone should cause enough of a speed penalty to allow a forward moving player to catch up easily.