I definitely know to do this at certain times like when they're not falling for my bait ( like empty hopping and being non-committal), but throwing pills is mostly a zoning, turtling tool for me, as it's a very committal option by itself. It's only non-comittal when you apply movement options in and have enough space to perform said action and in a game like smash, maintaining your preferred distance from the opponent is far harder than most fighting games. As matter of fact, classic corner traps in street fighter become extremely tough and very finicky to work with, since you have to box a player in from escaping the edge of the stage and trap his movements (have fun boxing in sonic lol). But, that's one of the many jobs pokes are able to do (too bad we have short range).
Yes, everything is a commitment, but all good players will choose low commitment pokes to dictate the course of play. This thread isn't about how to play the neutral against bad players who just run up and dash attack, or grab, this is about when that marth is near spontaneous with his aerial pokes, that kirby/ganondorf is seemingly just moving around and jumping, but then punishes your one whiff from nowhere, or when that ROB/mega man/villager isn't letting you in. Dash attacks are moves for when your opponent gets inside your bubble and you have to reinforce boundaries or visa-versa. your example of a fake punish mindgame is definitely something to keep in mind when they don't expect it and you could vary it up by waiting longer until they make a move, or you fake it again.
(Off current topic): One thing to talk about is rolls. Now, most people will say "don't roll, it's too predictable/punishable." That's true when you do it too much/don't know how to use it, but consider the following; You're fighting a sword user and you seem to be stuck trying to get in. you tried baiting a whiff, but you're not close enough to punish the aerial move on time, but if you try to close the distance, you get slashed back. This marth player is not giving you any breathing room either and is shutting down your jump options and is methodically choking you out of your comfort zone. With rolls, if you time the rolls the moment he whiffs and have the right distance so you're actually behind him, you can reverse the situation and keep him locked up by hovering over his comfort spot and shield grabbing every blocked unsafe aerial.
Dr.Mario definitely is a versatile character that can be turtling, rush down, zoning, lock down, and more. He has a projectile (a bit bad one), has the movement options to do it all (b reversals and wavebouncing). But, most importantly, Dr. Mario is a character that thrives off fundamentals, and without those, he can't play anything.