Tech cards can be too good, particularly if they are overly flexible. Irondeep Trogg is the quintessential example of this.
It was an inevitable response to the “Combo Bad” mentality so prevalent in the playerbase. The effect of copying buffs on a 1-Mana card that punishes decks like Questline Mage and Celestial Druid above all else is not coincidental; it was obviously released in its current form to appease people who despise decks like that.
Unfortunately, this Trogg does more than that. It punishes some classes just for being the classes they are: think Mage and Druid, almost always spell-heavy regardless of what decks they play; think Rogue, which uses spell-based removal to capitalize on tempo even in decks that play a lot of minions; think any Questline deck that has to play that card, regardless of how powerful the deck is.
I do agree that there is a genuine need for using new cards to push people away from combo decks, be they tech cards or promotions of other strategies.
This is because it does not matter how mediocre or bad they are; people will always think combo decks are better than they actually are, and will continue playing them, particularly if they are largely deemed fun to play.
This is unless they are nerfed into oblivion outright, something that is rarely done these days as per the new balance philosophy. (We won’t see something intentional like deleting Kingsbane Rogue entirely or severely crippling Combo Druid into nothing with ramp nerfs, and are unlikely to see something presumably accidental like Galakrond Shaman.)
Combo decks will inevitably exist, and they will continue to be overplayed until people are finally convinced that they are not as good as they believe them to be. The answer is cards like Irondeep Trogg – but not as ridiculously powerful.
A card being a minion does not magically make it interactive by nature, any more than a card being a spell magically makes it uninteractive by nature. Irondeep Trogg causes too many non-games against too many classes, archetypes, and even individual decks.
Two wrongs do not make a right, especially when one of those wrongs is grossly overrated in the first place. (The power of combo decks, and in particular, spell-based ones.)

