I still disagree, Close Combat nets you KOs that are just too important that you can't adequately wallbreak without it.
For example you're able to OHKO Ferrothorn after rocks, which otherwise you'd be open to Leech Seed, TWave, another layer of hazards, or Gyro Ball/Power Whip damage you can't heal off. It also lets you deal upwards of 60% to defensive Rotom-W, that's two U-Turn/Volt Switches away from you breaking a physical wall unboosted, which otherwise you would have to deal with Will-O-Wisp from it. Drain Punch also means you'll never beat Quagsire period, whereas Close Combat has an 85% chance to 2HKO after rocks.
At +2 Close Combat lets you break through some important walls.
+2 252 Atk Mega Gallade Close Combat vs. 252 HP / 144+ Def Hippowdon: 327-385 (77.8 - 91.6%) -- guaranteed 2HKO
It can otherwise whirlwind you out and heal off the damage later, while as now you can outright kill with any prior damage, or it can whirlwind you out but is now weakened enough that anything can KO.
+2 252 Atk Mega Gallade Close Combat vs. 252 HP / 252+ Def Skarmory: 265-313 (79.3 - 93.7%) -- 43.8% chance to OHKO after Stealth Rock
Self explanatory.
+2 252 Atk Mega Gallade Close Combat vs. 248 HP / 136+ Def Mandibuzz: 358-423 (84.6 - 100%) -- guaranteed OHKO after Stealth Rock
Also self explanatory, your only option of beating Mandibuzz is to OHKO it, since if it retaliates with anything you die.
+2 252 Atk Mega Gallade Close Combat vs. 248 HP / 0+ Def Mega Scizor: 319-376 (93 - 109.6%) -- guaranteed OHKO after Stealth Rock
Drain Punch actually also beats Scizor at +2, but this is just here to show off that you can OHKO Scizor, which is useful against the offensive variant since Bug Bite + Bullet Punch knocks you out.
Drain Punch has its merits that's for sure but you can't honestly tell me it's "infinitely better", lol.