I think your logic's a bit faulty if you believe any of those weapons are cheap or broken. They all have their strengths, and more importantly they all have their weaknesses. The Mini Splatlings for example have the same issue as all splatlings, namely the risk of getting caught without a charge and splatted, to name other issues.
If you don't like something, fine. But you sound like the type that looks down on people who use these things.
To me, a weapon that is cheap is one that is extremely easy to pick up and do well with, and has a ridiculous set to boot. Let's take the 96 Deco for one example, it has very long range, pretty decent accuracy, 2 shots to splat and an invincible sub/special combo. Pre the nerfs that Splash Walls, the Kraken and the 96 received, that weapon was crazy powerful. Splash Walls didn't have a huge delay to the ink refill time and had a ridiculous amount of health. It made the 96 Deco extremely powerful on Tower Control, and at the peak of Splash Wall weapon usage Tower became downright unbearable. "Want to push the Tower? Here's my Splash Wall! Finally destroyed the Wall? Have another wall!". It slowed the majority of Tower matches down to a snail's pace, and coupled with the Splash Damage of Blasters getting one-shot kills on Tower riders without a direct hit, Tower was a mess of a mode back then. On top of that, the 96 Deco got Kraken fairly easily back then so they could use Splash Walls and the Kraken to easily blitz through difficult choke points and get the lead to an unattainable point for the other team, especially since they'll use the Splash Wall = Stop Tower strat and then Kraken in Extra Time to take the Tower.
I'll agree that all weapons have weaknesses, but some can negate them by playing really campy or hiding round walls. That's my issue with some of the ingame weapons, it's a bit ridiculous for weapons to be pretty powerful with TTK and range with it's sub/special combo, then go ahead and negate the weaknesses it has with almost no detriment to team contribution. Another example is the pre-2.7.0 E-Litre, the devs designed the weapon to be a perch sniper, with the ability to push a little further forwards and keep the enemy team at bay. What happened instead was that everyone and their dog started stacking Damage Up, because they discovered it reduced the lethal charge and range. On top of that, if you did get close to an E-Litre, they spammed their Burst Bombs on the floor and got an indirect kill through splash damage. It completely negated the E-Litre's close range weakness, which caused the devs to go after the Burst Bombs and weaken the weapon that way, inadvertently lowering the viability of other weapons using Burst Bombs. With the Zimi, you see most of them right side peeking and staying at max range, and with it's extremely fast charge time, it doesn't have the same charge issue that the Hydra and Heavy suffer. A Heavy or Hydra Splatling would only end up in that situation if they were being too aggressive or weren't paying enough attention to their surroundings. Most Hydras I see spend their time on sniper perches, playing it like a sniper, and the Heavy is a sort of go between where it plays more like a regular weapon, but utilises the range like a sniper.
I do look down on people who use those weapons, but mainly because I'm sick and tired of seeing them and their samey strategies and playstyles. Almost every single weapon in the game has a version ignored because people favour the other one because it has an easier learning curve because of its sub and/or special (Splat Roller vs Krak-on Splat Roller, Splattershot vs Tentatek, Mini vs Zink, 52 vs 52 Deco, 96 vs 96 Deco, L3 vs L3 D etc). People are drawn towards those weapons that have the easiest learning curve, or has the get out of jail card (Kraken/Bubbler) so they can do well without really trying. It sort of takes out the freshness of the game, because facing the same weapon day in day out with the same strats, and the same cheap moves and not playing aggressively until their Bubbler is ready or something just isn't fun to go up against. I've seen too many Splattershot Jr.'s and other weapons that use Bubbler/Kraken stack the living daylights out of Special Charge and Special Saver to abuse their special and spam it out as much as possible before pushing forwards. I respect players for using lesser used weapons and preforming just as well (if not better) than those using the "top-tier" weapons. There's a reason I really hate tier lists, because people take them too seriously and use those weapons and end up like everyone else, where they refuse to touch weapons that are "low tier" and are therefore considered terrible. Sure there are some weapons that have ridiculously strong weaknesses (H3 Nozzlenose for example) which don't get used because they are way too hard to do anything with well, but overall there are weapons out there that do the job very well as the mainstream weapons, but have more weaknesses and require more effort to do well.
I use to main the Tentatek, gave the 96 Deco a whirl, and mained it for a while, then swapped back to the Tentatek, but now I won't go near them and the other weapons that are overused, since it just isn't fun to be like everyone else, using them for an easier ride and the like. It's far more enjoyable to see weapon diversity in a match than see 4 Tentateks, 2 Zimis, a Splat Charger or E-Litre and either a 52 or 96 Deco. I also find it immensely enjoyable and rewarding to bring out a weapon like the Splattershot, Neo Splash, Soda Slosher, Octobrush and the like and do well and get skilled with them, as it improves all you skills as a whole, as you have to adapt and think quickly with your weapon, and how to use the varying subs and specials to maximise efficiency with your weapon. I just don't like the sense of following the crowd because the weapon has no fatal flaws as such and can always consistently perform well with it.