As someone who attempted to play multiple NRS games competitively and quickly dropped them all in favor of games like Street Fighter and Tekken: The games are typically poorly animated, poorly balanced, janky, have obnoxious coin flip metas and outrageously one-sided matchups, terrible patch cycles that either let broken mechanics fester or completely revamp the meta on a month to month basis, silly mechanics like armored launchers and 100% safe reversals, a general lack of depth, sometimes embarrassing costume design, I could seriously go on and on.
The community is also known for making excuses and endlessly complaining about game balance, but suggesting changes that ultimately put them in line with the top tiers. If everyone got what they wanted during the first year of MKX, every character would've been a busted-ass, completely safe 50/50 machine that shits damage.
MK11 is WAYYYYYY better than anything NRS has ever put out. It's the first time an NRS game has felt like something other than a light novelty, and it seems like they're experimenting a bit more with the base mechanics of fighting games. This game isn't even perfect either: Most of the roster feels pretty limited in terms of player expression, the variations are typically between one that fleshes out the character's kit and one that just adds on extra stuff to an incomplete character, the custom moves are all over the place so you can't just start slotting those in to the competitive game, and the hit boxes are a travesty.
But it's actually pretty fun to play. Maybe the best western fighting game in several years. I have a lot of fun playing it and I hope the inevitable balance patch just improves it instead of torching the meta, which was what turned me off to MKX initially