I've never been a big believer in Warrior spam anyway; it might seem like an "intended feature", but you wouldn't take an army of sixty Tactical Marines, so why does it suddenly seem like a good idea for Necrons? Reanimation is a bonus, not something to be relied upon. Thematically, Necrons are the Undead of 40k, but rules wise their units are too expensive to really lean into the same attrition playstyle.
Necron melee is good, though. These days I feel like we have more powerful melee than we do shooting, frankly. We have a serious ranged anti-tank weakness and most of our firepower is aimed at shredding chaff; but melee wise we have plenty of high strength, high AP. Lychguard and Skorpekhs have weapons comparable with thunder hammers, and we have the Nightbringer who will ruin absolutely anything. The trouble is a lot of the units themselves are either slow, fragile, or both. Wraiths have neither of these weaknesses, but they are something of a distraction carnifex and rarely pack the punch to prove as scary as they look on paper.
We do have Scarabs. They're the real tarpit and fire-soak, not Warriors. 75 points puts another 20 wounds on the table, and if the enemy doesn't dedicate something to removing them, they'll be on top of him tying something down in no time at all. I think these are vital to use tying up your enemy's biggest threats while you position your own units. We also have buffing units like the Technomancer, who can take the Phylacterine Hive and become our own pocket Chief Apothecary. Reanimation is a problem for multi-wound models, but the Technomancer can bring an additional one back every turn for free, which would be very nice on things like Skorpekhs/Lokhusts or Wraiths.
My main issue is the dynasty rules. From what I have seen so far in 9th, competitive players are well and truly stuck on that silver tide, Relentless Expansionist, Eternal Conqueror thing, and I can see why, but we have other options. Rad Wreathed has potential to be nasty, and I think Nephrekh is kind of overlooked. What's disappointing about the dynasties is that they seem to have been intentionally designed to lock you out of the most fun and natural feeling combos. Novokh is definitely a trap for melee armies, you get +1 to charges, but -1AP is a total waste when so many Necron melee weapons already have high AP. I am also of the opinion that the Protocols are a waste of time, so mixing detachments for different dynasty traits might be a better idea.
The perennial problem for Necrons keeping us from holding our own at the top-level is the fact everything is balanced against reanimation. At high end play you can't depend on it at all, but in more casual games, when it works as intended, it can be borderline unfair. If I wanted to go competitive I'd keep the troops pretty lean, load up on as many Scarabs as it's legal to take, and shamelessly lean on the Nightbringer.
Overall I don't think a purely melee Necron army is viable, but they do provide some punch. I think a mixed army is definitely the way to go, the difficulty is finding much synergy within the tangled mess of rules we currently have.