MK11 is a pretty shallow fighter. The game has the same problem with the variation system as it did in MKX where some characters had imbalanced variations while other character feel like they have their limbs cut off and seperated into two different variations which makes those characters incomplete.
The neutral of the game feels solid, but it contains mechanics thay contradict it while characters posses tools that do the same. It seems the developers wanted to go for a more Street Fighter like fighter, but with the removal of options and tools from characters and the implementation of universal mechanics this game feels very slim. It seems like they were modeling this game after SFV rather than USFIV. Definitely feels that way. MK11 is nrs' version of SFV, but I will say that you get randomed out less in this game than you do in SFV; however, the game still posses MKisms that go against the grain of the SFisms that were added to it which leaves the game feeling jank and awkward. Pokes are heavily promoted, but you barely get anything off of them while in SF you can at least combo off of low pokes. Throws can't be escaped with the throw button, but instead one has to guess which direction they're being thrown in and hit the button associated with whatever direction they may think they're heading in. The wakeup system is a complete guessing game. The list goes on.
Tournaments are boring to watch because it's the same characters doing the same strategies. A lot of characters lack setups, characters don't have gimmicks, there are no vortexes or cross ups. The mechanics of this game remove depth than actually encourage it.
I wanted a fighter this gen that rewarded players for strong fundamentals. A fighter that was easy to pick up and play, but did not lower the skill ceiling, or at least lower it severely. I wanted a fighter were I wont get randomed out due to bullshit tools characters posses or mechanics that favor bad players and reverse the tables.
I got that fighter. It's called Samurai Shodown.