The thing is, statistically it's pretty much never worth it to go with Double Team, it sets up so ridiculously slow, wastes a moveslot, and in most cases you're going to end up still getting hit regardless of your Double Team. You need 3 double teams to increase your evasion enough to reach 50/50 odds of avoiding a move, that's three free turns you're giving your opponent to do whatever they want and during which they're likely to still hit you. So after three turns you've essentially doubled your durability statistically. Moves like Cosmic Power and Stockpile do the same in two turns and are generally more reliable. I just don't get why it is so much worse than losing to confusion or the opponent putting you to sleep and you being unlucky enough to sleep for 3 turns every time, or losing to critical hits. There are plenty of ways to get around double team, it's been nerfed so much over the generations. The addition of Z-Moves was just another nail in the coffin. You can just Roar them out, you can Haze them, and there are more moves than Aura Sphere that still hit them. Against Minimize users there are several moves that always hit, like Body Slam (which already is a very good move), Dragon Rush, and several others, and they also deal double damage against them. Smart Strike is a new move spread through TM that never misses and Steel isn't a bad coverage move to carry, pokémon like Kartana and Tapu Bulu get it. Incineroar is pretty popular and Darkest Lariat ignores targets stat changes. Sacred Sword also ignores evasion boosting. Unaware and Keen Eye pokémon also ignore it.
You're saying it's unfair because you're getting RNG thrown at you, but how is that different from moves like Confuse Ray, Sleep Powder, and Focus Energy? How does it matter who chooses to subject themselves to RNG? Sleep Talk is still RNG and you can also say it's frustrating if your opponent happens to never roll Rest, or when Sleep Powder never misses for them (and subsequently keeps on taking 3 turns to wake up). Luck is part of the game, sometimes you lose by luck, sometimes you win by luck, but statistically Double Team and Minimize are just not really worth it anymore. On Showdown people run Rapid Spin to get rid of Stealth Rock because it's common in their meta even though Rapid Spin is a very weak move, but nobody on the Battle Spot runs Aerial Ace or similar moves (like Technician Magical Leaf on Roserade) because nobody uses evasion boosting. And nobody uses evasion boosting because it's simply not worth it, sure there's the odd battle where you win with it but most of the times you simply get clobbered regardless. The meta is simply not adapted to evasion strategies because they're on the whole fairly weak, so when someone manages to do something unique and pulls it off people can be unprepared to deal with that. The hard fact is that it's incredibly risky to run evasion boosting. In the time you set up your opponent can also set up, let's say Swords Dance Garchomp. And once Garchomp is at like +4 attack it can go for Tectonic Rage and proceed to sweep the rest of the team. Or Dragon Dance Tyranitar, Tyranitar often runs Z-Moves as well. If an opponent has something to deal with it it can be taken advantage of really well. Swords Dance Aegislash often runs Sacred Sword, it's another one that really punishes evasion setup.
Let's be real, if Minimize spam was more viable and more used people would start running a lot more Dragon Rush on pokémon like Garchomp, Salamence, and Dragonite to deal with it. Now people still generally run Outrage or Dragon Claw over Dragon Rush even though Dragon Rush is by no means a bad move, it's almost as accurate as Stone Edge, has the same base power, and has a nice flinching side-effect.