There's a big difference between an engine card like survival, and cards like SnT or Tinker or Reanimate. First, it doesn't cheat mana, with the exception of Vengevine and Madness cards. Second, its power don't get better for each good creature that get printed, but for each new creature that do something specific with the discard/graveyard interaction. Third, Survival want your deck to be filled with creatures, ideally at least 15 of them for survival to be a reliable engine (like force, but with creatures).
Those are crucial points.
Because in general, new good creature and spells that are in general better in non-survival decks will vastly outnumber the new creatures that fit in the very narrow subset of "abusable with survival". This mean that on average, survival don't get better, it get
worse with time. This was exemplified with Survival history before the printing of Vengevine. When 1.5 was younger, TnT decks, and tradewind survival decks were actual decks, but with time, efficient threats, cheap countermagic, better disruption made so that those strats were no longer as good as before. Getting an answer for G, and hardcasting it, wasn't as good when the opponent deck was either absurdly redundant so that you couldn't get a good answer with SotF, or too fast for SotF to matter.
As such survival got positioned worse with time, at least until Vengevine got printed, at which point a deck that cheated 3 4/3 haste on turn 3.5 on average was too good in the legacy format of that time.
Since Vengevine was printed, other new creatures that got printed abusable with Survival? Legends, if you consider the retainer combo (which is still slow by legacy standards and also Griselbrand isn't good in Survival because you have a deck full of creatures and not of spells you can chain), then what? Reclamation sage is good i guess and SotL is a good hatebear as well. Panglacial Wurm? I honestly can't name a good interaction that wasn't already there or superior to Ooze/Devourer or Retainer /Legend.
On the other hand, many creatures that are really good against and outside Survival got printed:
True-name nemesis, an absurdly strong wall against VV, pratically unbreakable with any equip. Not as good in survival decks because of the mana intensive requirements, and it isn't worth paying 1GG and discard a card to tutor for it.
Containment Priest, a 1W 2/2 flash, that while good vs a lot of the meta, simply exile 3 creatures on cast vs Survival. A good silver bullet for survival decks, but shut off the VV engine, making it really situational.
Delver of Secrets, aka the strongest cheap beater ever printed. On offense, it ignore your vengevines, posing an actual clock when coupled with burn, and on defense it trade with a Vengevine. In Survival decks this is useless because you want to run as many creatures, where delver want a lot of spells, and want to be casted T1, not tutored for.
Young Pyromancer, an almost infinite supplier of token blockers vs non-wonder vengevines variants. Again, this card is bad in survival because it sinergize with spells, not other creatures.
Deathrite Shaman, the strongest mana elf ever printed, and widely played, with the ability to remove your vengevines in response to madness triggers. This is actually good in survival decks, but much moreso against it.
Batterskull with
Stoneforge Mystic, allowed for midrangey/control decks like Patriot, to lay down extremely fast 4/4 vigilances lifelink to effectively block Vengevines, especially coupled with the bounce ability. This is also actually good in survival decks, but more against it.
Thalia, Guardian of Thraben , basically made D&T a competitive deck, and combined with any equipment from SFM it can block Vengevines all day long. Again, a card that is good in Survival because it encourage you to play creature, but not as good as in other decks because it slow down your survival if you play it before SotF, or come down usually too late if you tutor for it. This is probably the most debatable creature of this list however.
Ignoring creatures, some really good SB cards that kill survival were printed , like RiP.
The best card drawing spells printed in years, TC and DTT, are nonbos with survival both because they exile cards you usually need, and because they sinergize with decks full of cheap spells, not decks full of creatures.
In contrast, cards like Tinker and SnT surely get better with time because of the accelleration part. That means that the subset of really good and mana intensive creatures/artifacts that get printed over time are usually bigger than those of cards that are good against it, like Containment Priest.
And in fact, Griselbrand, Emrakul, and Inktide Leviathan are all pretty recent printings, and i wouldn't ever bet on those card getting worse over time like i would on survival.
Survival is a card that thrive on very specific conditions: low combo presence to give it enough time to assemble its own combo, and low power-spells in general. The more high-power spells a format has, the less survival is interesting because you want to play as many spells as possible. Creatures get better with time sure, but even creatures, as we saw, have to be in a specific-subset to be relevant in SotF decks, whereas the newest creatures that have seen play in this format have been all of the kind that are actively bad in SotF and good against SotF (Delver, TNN, Containment Priest, YP), or good in survival but better in other decks (DRS, SFM+Batterskull, you could make a case for Thalia too).
With TC and DTT printed, there has never been a time where SotF power level relative to the rest of the format card pool has been lower since it was banned.