I actually started with sf as my first 2d fighter. I mostly play ggxrd now and consider it superior (particularly to sfv)
But what you're saying is not wrong. It's part of why I consider mkx fraudulent. Traditional 2d fighter fundamentals are not rewarded in mkx.
In most 2d fighters, a golden rule is: don't jump. Well, that's by default not true in this game. In, say, sf, you can never jump on me if I look for it. It will never work. So instead you throw out some pokes, and then when you expect the counterpoke, *then* you'll jump (as they cannot antiair you as they recover from the poke.)
These are very basic footsie fundamentals/mind games that are completely circumvented in mkx because of bad design when it comes to jumps and anti-airs, and it's simply a layer that doesn't exist. It doesn't offer anything different to consider; there's just less choice. And I suspect that's why a lot of fg players view mkx as a joke competitively, at least that's why it's this way for me.