Right, it sounds like Overwatch's implementation was poor. I don't expect to have the player "unmatched" forever, or even completely unmatched for that matter. Just lowered in the "algorithm", probably including a cooldown factor so the "de-rank via reporting" is gone after some time.
Like I said I don't care if matchmaking takes longer (usually it's only ~30 sec). The pool of players is utterly massive, and ranking one player down a bit would make a trivial difference.
Yeah, I could wait a couple minutes and not queue up. But that's making it my problem that I had to deal with a toxic/abusive player. I already did my part and reported them, but now I also have to just not play the game for a while to make sure I don't get matched again? Indeed, my suggested solution of lowering their matchmaking "matchability" to me would benefit the community. Not to mention, the effect could be nullified if I am spamming unfounded reports against players constantly.
I kind of just assume that a competitive multiplayer game under active development for the past 15 years would have functionality like I've mentioned above. Maybe it does, and it just hasn't worked well to prevent me from matching up with toxic players multiple games in a row.