Lets be real here; love it or hate it, NRS does not design characters with fighting game fundamentals and classic archetypes in mind.
They used to. Mortal Kombat 9 has well-defined character archetypes. Some examples are listed below.
Cyrax - combos and set ups
Freddy - full screen zoning
Johnny Cage - frame traps and rush down
Kabal - jack of all trades
Kenshi - mid screen zoning
Kitana - footsies
Kung Lao - mobility and rush down
Smoke - anti-zoning
Injustice 1 has well-defined character archetypes too, albeit not to Mortal Kombat 11's extent.
As Slips keeps saying on the podcast, rush down has been severely weakened because 50/50 mix ups and block advantage are almost nonexistent. Traditional zoning has also been severely weakened by the new meter mechanics and the abundant teleports, reflectors, and moves that are immune to projectiles. So unless your character has a command throw, you are enforcing a basic strike and throw game with every single character. Throw properties (i.e., positioning, okizeme, krushing blows, etc.) as well as the speed of mid attacks are what separates characters and creates tiers more so than any other criteria.