I think it's lazy when all it results in is a little additional damage, especially when that additional damage isn't really a game changer in any sense. If I were to make an elemental system, it'd be where if you use the stronger element you'd be rewarded in some way, whether it be additional attacks (Let's say the next autoattack is 100% Double Attack), or restoration of mana, stamina, or whatever energy, or make it significantly affect the monster in question by stunning it or locking certain abilities or whatever. There's a world of things you could do with it.
That's what I was referring to. Generally these rock-scissors-paper mechanics either make it a game of unbalanced matchups (where it becomes a game of not what you do, but which do you use), or they're made so weak as to be ineffectual. When they integrate those "elemental" constructs with other core strategy elements like space, time, and interrelatedeness, they can work well.
Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...
Never confuse your inference as the listener for an implication of the speaker.
Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.