What's the point of Stinking Cloud?

One of my players decided to learn Stinking Cloud as one of their new sorcerer spells on level up, so I'm giving it a close read for the first time. And, as far as I can tell, it seems mostly pointless, and indeed, strictly dominated by several other third-level spells. Here's the description:

You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.

Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.

A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

So, 20-foot-radius sphere that's heavily obscured. If the creatures within fail their Con save, they lose their action for the turn - but they can still use their movement to get out! They're even free to take bonus actions and reactions. So the best case scenario is that you use your 3rd-level spell slot, your concentration, and an action to force enemies in the sphere to give up exactly 1 action and a little bit of movement. It also comes down to a Con save (which is on average the highest save for monsters), and it doesn't effect constructs or creatures immune to poison (which is a pretty common immunity).

Compare this to other 3rd-level battlefield control spells, like Slow or Hypnotic Pattern. Those both target similar areas, target Wis saves (which are generally harder for monsters to make), and most importantly, shut down an enemy on an ongoing basis. With Hypnotic Pattern, they're probably out of the fight entirely (assuming the rest of your party doesn't mess things up); or, worst case scenario, other enemies still use up their action to bring them back. With Slow, melee enemies basically can't do anything to you (with halfway decent tactics/positioning), ranged and spellcasting enemies are severely crippled, and you can keep wailing on the targets throughout the duration.

"But Stinking Cloud creates a heavily obscured area that blocks line of sight!" True, and that could theoretically be useful if you want to control or force enemies out of a very specific chokepoint on the battlefield. But Sleet Storm (another third-level spell) does something similar, except it covers an area that's four times larger, and it creates difficult terrain, and it forces enemies to make a Dex save or fall prone, and it forces concentration checks for spellcasters. To be sure, Sleet Storm can't deprive them of their action entirely, but what the hell are they going to do with their action in the center of an 80-foot diameter cylinder without line of sight to anything? Even if they use their action to Dash, it's way harder to get out of Sleet Storm than a Stinking Cloud.

So, again, when would you take Stinking Cloud over the alternatives? I can imagine some very niche circumstances, like, if your party had a Warforged (no need to breathe) with blindsight/devilsight, in which case it could work like a slightly improved Darkness. Or, if you wanted to combo with another player using something like Web or Evard's Black Tentacles to make the other spell extra hard to escape from (except, I think Slow would still be just as good?). Or, you're a Bard who really wants a line-of-sight-obscuring control spell and doesn't have access to Sleet Storm. But that's about it!

Am I missing something? Is there any reason at all to take this spell for normal, everyday use?