Alright, when Drampa dropped my first initial thought was to get this as far as I ever can get of PU (hehe, so to PUBL), because the tier reminded a lot of early NUPL meta that I played a lot. There Drampa was magnificent and Mr. TonyFlygon abused literally the F out of it. Jokes aside tho, what earlier NU meta game lacked was steels, fairies and ghost types. Now PU has all three thanks to DLC drops and not to mention of generally fatter backbones like Audino.
Drampas double stab + double filler does restrict team building as you can not ignore the fact dropping draco is strong as heck. Altho, Drampa locking itself can be abused, limited by having immunities for its double stab and HP exchanged for trading mon or even knocked to drop its item. Offensive Drampa with max speed hits 171 which is relatively slow that outspeeds only the fat stuff like Runerigus, Avalugg, Appletun, Stunfisk etc. Otherwise if it ends up clicking and trading it usually takes 30-70% HP in exchange of a kill and afterwards ends up being in range of KOed against offensive teams. Bulky offensive teams can adapt by adding tox-tect (sure this sounds like a cheap solution, but you avoid living on the edge) eg. on Tangela to scout+chip incoming Drampas or even knock it. Or just generally having the protect on the mon that Drampa usually loves to switch in, sure a bit cheap option, but not like things like Ferroseed isnt running it already.
Defensive switch ins like Golbat, Alcremie, Clefairy, Carbink and Audino are still all worth mentioning. Drampa relies a lot on predicting correctly to break through and wallbreaker actually breaking should be allowed - even if im not personally the biggest fan of it, I don't think anymore it's worth of being banned actually.
Drampa does offer more than just great wallbreaking set. There is the defensive utility with roost-defog sets, grass+ghost+fire+elec immunity/resist and good support moves like Glare, Tailwind available.