Not yet, no. If I have a heavy medic, demo with stickies, and a level 3 sentry outside of our main spawn on 2fort? Yeah. That's wrong.
Get a clue.
Well one thing about 2fort is it has 2 exits, but in the event both were defended I'd expect the team holding you at spawn to cap the intel and just win. Now if they held you in to the spawn room and didn't go for the objective, then yeah that's lame. I swear people that play TF2 are really sensitive to some things that are more or less worse off in other games. For example, in TF2 you spawn with: All class weapons, all health + ammo and a constant resupply if you need it.
Most other shooters, you spawn with a basic weapon set, can be ruthlessly raped as you spawn, have no doors or walls to protect you and do not have constant health + ammo resupplies.
I find that most people who complain about spawn camping to the extent that they preach out against it, often need to practice to just be better at TF2. A spawn camper is only as effective as the other team allows him to be. It's trivial to prevent a demo from sticky jumping to your spawns on Dustbowl if you expect it to be coming (And in most cases, there is some Demoman who does it) by placing stickies to the areas he'll be jumping to or by watching and following after him. Having poor game sense and being largely unaware of your surroundings isn't a justification to ban something, it's a justification in you needing to improve.
I never once implied stickying up a spawn door was hard work, either, but it's effective work and it helps your team to win, which is the overall goal.