Also, the speed requirement is very dependent on what you're "offensing". If you're doing Kursk then yes, slow tanks has a big problem. Stalingrad? Not so much of a problem.
Playing "Offense' means movement. 3/5 is too slow to use movement, it's only suited to stationary positioning, which is optimal for the role of fixed turret slinging fire, once it's in position.
ESPECIALLY in a Stalingrad situation where you need that extra MP to get around corners or get positioned. If you have to flank, that degrades your gunnery so that you have a harder time hitting than your opponent has hitting you (all other factors being equal).
Therefore, if you're playing offense, you need to be using a 'mech, or a different kind of vehicle (one that CAN play offense, because it can at least balance-to-neutral between TN and TH modifiers).
Remember, the hit locations on vehicles post-TW
emphasize static positioning as the right move. (they're also why 3/5 vehicles now have a role, where under BMR(R) they were a colossal waste of resources, time, and BV that died quickly and easily without doing a whole lot despite massive guns and being carved out of a block of armor.)
If you treat your forces as something you value, slow tanks are for defensive positions and ambushes
only. for the attack, you want something that can at minimum balance fire against defense or climb a hill without flanking.