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Going back to this then, discarding my bias temporarily (up to you if to believe that, ofc).
Which CCs mean what, depend on what options the game gives.
Stun - Works in all systems, becomes more powerful in robust systems.
Sleep - Works in all systems, contingent on what damage or healing types wake the player. Become weaker in robust systems but can be tuned
Silence - Works in systems where channeled spells are important, doesn't change much here, a bit unbalancedly strong depending on your class
Blind - Works in most systems, highly variable depending on if it is an accuracy down effect or more than that, usually balancedly strong across classes that you'd bother to apply it to for the noted purpose
Root/Bind - Works in a few systems, variable depending on if damage types or movement abilities break it, unbalanced strong if they don't, depending on class
Snare - Almost always unbalanced by class, works in most systems, but weak enough that some don't care enough to complain about it until it starts stacking constantly, at which point there's usually a cap to how slowed you can get
Knockdown - Works in most systems, tends to be unbalanced if it can't be resisted or if it stops abilities, can be tuned for balance in games with defensive stances that you can take (i.e. still block with shield or weapon or any other defensive concept)
Interrupt - Works in systems with telegraphed abilities and high performance latency better than others, sometimes almost the same as stuns, but tuneable to be similar to knockdown
Impale - Works in all systems (whether or not it's useful isn't really the issue, unlike Blind for example where you could use an AoE ground ability and ignore its goal), same issue as Roots/Snare
Mesmerize - too complex per implementation to say
How much agency (assuming relative balance) do you want the game to have, is a big question. Games with low general player agency don't suffer as much with lots of CCs or really strong ones.
CC stopping a player from doing what they want to do, is frustrating, but in a system where you could never do much to begin with, you don't have that feeling of 'I could have dealt with this situation if I wasn't CC'ed'. It's usually more of a 'CC is part of my opponent's class' kit for interacting with my basic options'.