I think it's more that Agroplex is something was just auto included in Palana to start and runners learned to just use the free draw and not draw on their turns. Turns out that Agroplex shouldn't be included in Palana (or any deck) without being an important part of the deck plan. Just tossing it in for extra credit per turn is a poor trade because 1 card for the runner tends be more valuable than 1 credit for the corp and on an IAA or AAA turn, you're probably pitching card(s). Also seems awful in any kill deck as you're effectively increasing the runner's hand size by Add in that a mandatory extra draw for the corp accelerates the corp secondary loss condition, and it's easy to call it bad.
All that said, it seems great for rush decks that aim to win quickly anyways. NEH has shown that extra card draw for the corp is not a downside in the slightest if you're not trying to turtle up. Still seems a bit lackluster to be giving the runner cards though.
...Oooorrrr, you can be silly and try to use it to mill out the runner! IG+Museum+triple Agroplex! Use the extra draw to find the cards you need, pitch extras to make trashing obscenely expensive, and museum to keep cycling cards back into R&D while the runner's stack dwindles! Deck the runner and then kill them with a ronin way later than you could have killed them if you played IG normally! Add in Harvester because why not!
disclaimer-this is probably a terrible idea and will lose terribly at any tournament