How many of those anti-charm spells require concentration and have a very short duration again? How many of those other spells have to get through the vampire's legendary resistance (using an exceptionally limited number of high-level spell slots)? The regeneration is significant not for use in combat - because, yes, it's very easy to bypass. It is significant because if the vampire flies away for one or a couple minutes it is suddenly fully healed...after which it is free to return and charm (or re-charm) the PCs it missed again. Once the short-term buffs have worn off.
Again, enlighten me with your experience fighting/running vampires, instead of just making assumptions?
Just for giggles I went and looked at class abilities that deal with charm, there are a lot of them:
Barbarian - Mindless Rage (Frenzy)
Bard - Bardic Inspiration, plus synergy with half-elf.
Cleric - Wisdom save proficiency, plus synergy half-elf, plus numerous spells that can deal with charm.
Druid - Not sure except Wisdom save proficiency.
Fighter - Indomitable.
Monk - Stillness of Mind, Wisdom saving throw proficiency (eventually)
Paladin - Wisdom Saving throw proficiency, Paladin Aura, spells, potentially cleansing touch, aura of devotion (devotion).
Ranger - None I think.
Rogue - Slippery Mind (eventually)
Sorcerer - Tides of Chaos, maybe some spells, bend luck.
Warlock - Wisdom saving throws, beguiling defenses.
Wizard - Wisdom saving throws, some spells.
All classes - Inspiration, which players tend to hoard for these kinds of saves.
When I fought a Vampire I put it in a wall of force, we buffed with with radiant auras and put a couple of spiritual guardians around it. GG.
My group the Cleric has dispel evil and good prepared, and unless I charm her (Half Elf, Wisdom saving throw, not going to happen) then the vampires charm is basically useless.
They simply don't last long enough to do what you say they can do, and they can be shut down quite easily.