More or less, you are both right. For example, I drifted away from DbD because I was basically spending too much time on a game that did not really give much back in return. The only real option was joining external leagues, and honestly I just did not feel like doing that.
Here, a Ladder split by roles, and even by each Killer/Hunter, is already the key without needing to do anything else. If Bunnies happened to be much more unbalanced than the Killer, that would be true for every Hunter. So if on average I can only kill 2, but the rest of the world averages at most 1.9 or 1.8, then as a Hunter I would already know that I am a better Hunter. I would not need to compare myself to Bunnies. Same for Bunnies: if escaping is easy, then I should aim to escape every time, because even just one death would put me behind other Bunnies. This is a simple example, but it gets the point across. Just having a separate Ladder for each character already balances everything naturally. Then, if one side is stronger than the other at higher levels, you can balance that separately, but what keeps you playing a game even when it keeps slapping you in the face is having a goal, no matter how silly that goal may seem. You need a goal.
Asymmetrical games are multiplayer games just like MOBAs or shooters. They need a goal that resets, something I can focus on and try to reach if I want to. Take that away, and after a while people lose the desire to even get into the game. DbD, no matter how much the devs want to treat it as a for-fun game and not a competitive one, has had its foundations since 2016 in a Rank system that resets every month. Reaching Rank 1 is within everyone’s reach now, but it has always been there. DbD without separate Survivor/Killer ranks would not be where it is today.