Nah. Most of the Mixups in the game aren't actually mixups. Only the pro players have strengthened their mind to see through the facade. You have to believe the 50/50 isn't real so it can't hurt you.
When I go up against demo sonya, hollywood cassie, etc. the game for me isn't fun whatsoever. I like how scorpion is designed where the low is more just a nuisance and a mindgame mixup instead of leading to big damage. Playing scorpion (talking ninjitsu), you know that the real threat is the overhead. So, you default stand block, so what if you eat the tackle. But, that leads to a fun meta where the scorpion can just tick away with the low, then throw, etc. It feels fair to me.
Sort of off topic, I just wish MKXL stressed a more conventional 2D neutral. To me, the 50/50s aren't the crux of the issue, it's the ease/frequency/relentless nature of some characters ability to apply them thoughtlessly. You can't blame players for throwing out oh or low buttons/specials that launch, lead to full combos, advance, and leave them safe or have a lot of pushback, whatever.....it's a tool available and players aren't to be faulted for using them.
You never really see normals or command normals being used in neutral or midscreen/fullscreen for the purpose of discouraging certain moves or movements which is a shame to me. The mobility of the whole cast is too strong imo, so characters who excel at range or are designed to control space are really hamstrung due to the ease of either running in, using a 3/4 screen normal or special that advances them, the strength of jumps vs AAs, or advancing armor, or whatever. I could rant forever, but I'll stop. I agree with the guy above who talks about the circle like nature of the game's issues and how they're all connected basically. Look at R Mika in SFV. She has mixup potential and is a savage in the corner, but you have to work your way in which is no small feat. That's balance for me.