Kalista's ult is poorly designed
I was playing my first game with a Kalista on my team in my first game of Legend of the Poro King. Playing the only tank on my team, our Kalista decided to soulbind me. Unfortunately, it did not go well because of how poorly designed Kalista's ult is.
On one hand, there are the restrictions of the soulbound being close to Kalista and for the soulbound to be alive. These preconditions means that Kalista's ultimate is a lot less usable than a lot of other ultimates in the game, with perhaps the only exceptions being Yasuo's Last Breath and Rek'Sai's Void Rush, both of which have preconditions of their own (Yasuo needs a knock up and Rek'Sai needs a tunnel out). The precondition of having her ally close also means that she's out of an ult if her soulbound AFK's or disconnects. The soulbound target also needs to at least enough health to actually survive launching themselves into the enemy team, or else they won't launch themselves at all.
Then you take the initial ally-pull. Thresh's Dark Passage worked well because his allies had the choice of whether or not to take the lantern, so he could not simply screw you over by pulling you over to his position without you having any say in it, which could potentially account for a lot of trollish abuse scenarios. As a matter of fact, this gameplay experience is something that Riot specifically wanted to avoid in Thresh's release, and the requirement of clicking the lantern means also allows Thresh's opponents some counterplay in preventing his allies from clicking it through crowd control and body blocking to prevent Thresh's allies from clicking the lantern, or through hard crowd control and displacement to prevent them from traveling along the lantern's path.
Fate's Call completely ignores this. Kalista's soulbound target has no say in when Kalista uses it, so there is the potential of Kalista trolling them or otherwise using the ult against the soulbound's will. What kind of gameplay experience is worth controlling someone else's experience? Also, since Kalista's soulbound becomes untargetable on use, her enemies have no counterplay against Kalista calling her soulbound to her.
Another problem is the target's activation case. The target activates this by clicking where they dash to. The problem with this is that you are normally right clicking a lot, and if you have no idea that Kalista used her ultimate, you need to understand that Kalista ulted, and you are prepped for the second cast of her ult and need to stop clicking so that you can properly set up her ult. However, while the soulbound's screen does get tinted green while the soulbound is untargetable from her ult, since the soulbound has no say in when Kalista uses her ultimate, the soulbound has to react immediately to Kalista using her ultimate, which is not always possible, especially if you are experiencing lag. Considering Fate's Call prevents the soulbound from using their abilities, it would provide a lot more clarity if it became an ability that the soulbound could use and not activate on right clicking.
And for all those hoops that Kalista and her soulbound target need to make an ultimate that ignores core design values, what do you get? A gapcloser for your soulbound and a 1.5 second AoE knockup. I can find "equally" good initiation on both Varus and Ashe, and neither of them have the restrictions that Kalista has. And by "equally" I mean you can lock someone up with Varus and Ashe, and your entire team can better follow up on their initiation because of the duration of their crowd control. Even the one champ on your team that you would want to soulbind and launch with Kalista would be able to at least walk up to them and do what they want to the target.