Unpopular opinion incoming:
The NRS engine is a curious blend of 2D- and 3D-fighter elements. That makes it unique, but also uneven and limited.
The way normals and specials work does make the games clunkier and less deep than most of the other big-name fighters. (The exception being Street Fighter V, which IMO almost feels closer to MK than to other SFs.) NRS games do of course require some skill, but there are reasons why Asia ignores them and they are replaced by new titles every two years, like clockwork.
Sure, NRS certainly know how to hype up a game (Kombat Kasts! Kombat League seasons! household name guest characters!). The unlock systems grant some lastability. Even the game mechanics are improving (normal moves are slightly more diversified, 50/50s less prevalent). But parts of the game are still stuck in ~1995.
Now, I'm fine with keeping some "MK staples" such as projectiles not clashing, throws being duckable and even normals doing chip damage (though chip kills should go, at least for normals). Interactibles are also tolerable at this level.
However, block buttons that remove the cross-up element, special move cancels that often must be done so far in advance that hit-confirming is impossible and near-unreactable high/low-hitting special moves are just bad design.
Hey, they got rid of ~80% of the stiff/derpy animations for this game. If that didn't scare off the "traditionalists", nothing will. ^_^