It seems balanced in my head. Ghost feels so bad when you pop it to engage, but still get CC'd for the duration anyway. Popping it early and getting the ghost ability wouldn't be any change other than moving a little slower, but I think a champ that is about to engage or even run away gets shut down by so much hard CC (especially by assassins with 20 dashes and 4 stuns).
In the end, I don't think it would become this huge/must take summoner spell unless it was good for the matchup (against hard CC mid laners or supports) or a champ could that really uses hard engage and gets shut down by small cc (like Volibear, Olaf, Hecarim, Malphite, Singed, Skarner... i'm just now realizing how many hard engage tanks this would help).
I personally think of a situation that plagues us Volibear champs... if Flash is down, we never have a chance at hard engaging outside of a flank because we run at the team and any kind of slow or stun will shut down the potential... we are forced to run predator or build righteous glory... but that still doesn't fix the hard cc that will come our way when we run at the team. The cleanse/ghost combination would give us a second chance to go in after a slow or a stun... or even pop it early to dodge a slow or a stun.
I do see a scenario where burst assassins can abuse it and become hard to deal with, but I'm thinking of the tanks in specific. At least if a burst assassins took this and flash, they wouldn't be able to take ignite... so it's not too bad.