I'm not, ANY game maps to ANY game just like any N(on-Deterministic)P(olynomal) problem maps to any other NP problem. You have your area control, execution, forced choice situations, etc. This applies to fighting games where the elements refer to zoning, execution(comboing, moving around), setups and mixups, ...; also applies to FPSes where the elements refer to item/area control, aim+movement and angle of approach and even applies to RTSes where the elements refer to map control/resource control, valid apm+strategy and trading. It even applies to Chess. By that, this game is no exception and therefore my comparison is valid.
Now that you've stated that games last nowhere near that 2 hour limit, can we agree that 2 hours is just too long? We don't need to make it 15 minutes because that's the average game time; but having a time restriction of 45 minutes to 1 hour is much more reasonable.
Now your competitive scene, lets grab our fighting game comparison again because that is the best way to show the sillyness of your assumption: you're essentially saying that the round starts, one of the guys does an attack, hits it and proceeds to run away for the remaining 98 seconds and 47 frames of the game(60 frames per second). You understand that even the best players rarely manage this right? When there's 20 or 10 seconds on the clock, sure, but it's still really difficult because there's limits to the game field. And at that point I'd say that this behavior can be considered valid.
You are correct, there shouldn't be an incentive to move. I however clearly stated why this lack of incentive exists in the first place and that this is a normal part of game evolution. If people haven't already, they will find ways to work around the issue of being outranged(or zoned) by snipers and then snipers will start to have a go on how unfair and how easy it is to get rushed, then they develop and then rushers are moaning about it until it finally balances out and the choices are laid out. This behavior is completely normal.