Von has just won King of the Hill as OKW vs USF (Karl)
This is an incredibly harmful fallacy that I've seen used across dozens of multiplayer games for years.
MOBA players are particularly prone to this flawed reasoning by claiming that as long as a given hero's win rate isn't excessive (too far above 50%), then the hero is properly designed. But a hero can be literally invincible and instantly kill every enemy he encounters and still have 50% win rate.
My point being that you do NOT, ever use win/loss rates to argue about proper design and balance.
You use objective analysis of performance. For instance, the fact that USF Riflemen can close in on an Axis Volksgrenadier or Grenadier squad through an open field, running directly into fire, get into the same cover as the Axis unit, and win the engagement -- that is objectively incorrect game design, as it removes the need for USF players to use any of the core tactical systems in the game (TrueSight, cover, etc.).
By the same token, Volksgrenadiers do not do damage. They are not a threat, ever. Which is objectively incorrect.
Same goes for Grenadiers losing models instantly, having to retreat immediately from every engagement, and not being able to recrew weapons safely after losing a single model, and for how the 222 is an "armored" car that takes damage from rifle fire, but all that's not what this thread is about.
At the end of the day, there are objectively incorrect elements to CoH2 design, and they're all concentrated on the Axis side because Relic, like most WWII game developers, have an Allied bias and refuse to make Axis factions truly threatening.
Until Allied players scream in terror every time an enemy Axis infantry squad engages them, in the same way Axis players are forced into immediate retreat every time every single Allied infantry unit engages them, the game will remain a farce.