100% Agree this is the best fighting game since 3rd strike. NRS just built a great fighting game. The only people complaining are the people who miss Mkx jank and don't like a neutral based game.
I fundamentally disagree with this suggestion that MK11 is more "neutral based" than either I2 or even than MKX in some ways.
In MKX, at least in terms of the top characters, you guessed on OH/low 50/50's where they would launch you for pretty high damage and in some cases even reset you for another guess. Zoning was a viable playstyle with some characters, but 50/50 rush was king for sure. Meta was all guessing but there were ways you could play keepaway or with some wild characters like GM Sub you could even play a weird uber-defensive/aggressive hybrid. There were some hybrid trap characters and other unorthodox (often non-viable) playstyles too, but I think we can mostly agree that, even if you thought it was high-octane fun, MKX was a bit of a mess.
Fast forward to I2. They definitely fixed the 50/50 mess, with some exceptions like Flash, but instances where that is a major problem are few and far between in I2, and it becomes much more about spacing. The problem that plagued I2 for much of its lifespan was that mechanics, like meter build and new escape functions as well as the massive stages, skewed the meta very heavily in favor of keepaway projectile-based zoners. The game was definitely more balanced than MKX, especially by the final patch, but still there were some problems like dealing with Fate or Batman or Firestorm who were kinda good at everything up-close and fullscreen even without making you guess very much.
And now we arrive at MK11. Look at the top characters like Liu and Johnny and Cetrion and (perhaps formerly) Geras. Instead of building on the good ideas and mistakes of I2 and MKX, they've now almost combined the flaws of the two metas in designing these characters. They all have probably the most oppressive stagger or plus frame-based rushdown in the game in addition to some of the most punishing and safe space control/projectiles in the game. Some top characters have OH/low 50/50's too, but it's mostly about frames and staggers. Meter comes back automatically, so they can play keepaway briefly to wait for a recharge
or lock you into long meterless pressure sequences/hit animations so as to allow them to recover resources very quickly on defense
and on offense. Additionally, because of their good frames and staggers and the fact that throws not only regain their 50/50 guesswork techs from MKX but also do more damage than in MKX or I2, the strike throw mixup, as most players have observed, is a VERY powerful tool that has become central to the meta. These characters are the best at this as well, and to top it all off some of these characters even have throw loops, allowing them to set you up for more than one guess in a row.
Does this new system strike you as more "neutral based" than just guessing on OH/low
or dealing with zoning? I genuinely want to know this, because I certainly feel like we're dealing a little bit with the worst of both worlds and would take one or the other over both. Frankly I think that barring a few exceptions, like the Deadshot treatment juxtaposed with leaving other characters like Dr. Fate and Starfire with similar oppressive capability to early Deadshot unchanged, the development of I2 and the shape its meta took were more "neutral based" and better than MK11 has shown itself to be so far.