While classification is definitely not meant to be a rigid, limiting framework, it's still a useful tool for establishing comparisons among champions who compete for certain niches and roles. I've been mainly talking about Urgot as a juggernaut, even though he's technically a juggernaut-marksman hybrid, because it's nonetheless a valid point of reference to start comparing, particularly since he's likely to be picked mainly as a top laner and possibly jungler (it's also easier than to judge him as a marksman, as marksmen generally have a lot of strengths and less well-defined weaknesses, even when it comes to personal durability).
In this respect, the two questions to make sure a champion is in the right place are "what does this champion bring to the table that similar champions lack?" and "what does this champion lack relative to their competition?". Question 1 is easily answered on Urgot, because as a juggernaut-marksman hybrid he has above-average range, in addition to above-average CC. On top of this, though, he is the only juggernaut with a free-targeted dash besides Shyvana, so effectively there is a lot to him that surpasses other champions in his niche in terms of just base effects.
Question 2, on the other hand, is less easy to answer: Urgot does seem much more focused on single targets than other juggernauts, who generally (but not always) have a lot of easy AoE, but then again his innate is built to give him AoE damage. He does have a self-slow, but then again he also has a dash. He might be less tanky than other juggernauts, but he's still durable, so if it's meant to be an intended weakness, it's not one that's as firm as his strengths. In practice, there might be things that other juggernauts can do that he just can't, but just by comparing him to similar champions, and without having to apply classification too hard, he definitely is at risk of having too many strengths and not enough weaknesses.
As for toning down the power of his dash, a targeted dash could be an option, though personally I'd be favor of changing his W so that, instead of self-slowing, it would boost Urgot's movement speed when strafing a locked-on target (and only strafing): it would give him an easier time to maneuver around his opponent, without necessarily letting him clear too much distance too quickly. As for his E, he'd need something else, and a possible alternative could be to just have him stab his legs at people for damage at close range. This is all spitballing on a kit that's been in the works for months and just got revealed to the public without yet making it to testing, though, so only time will tell how Urgot will turn out.