I think what people don't understand is whether or not a game is b2b or not, the game's mechanics effect gameplay the most.
For example, injustice had a very slow walk speed, limited range for normals, long dashes, and weak anti airs. This made the neutral game more difficult. This isn't a result of the b2b though, just how the game was developed. If you were to base b2b off of injustice, then that's terrible to base off of b2b games in general.
In SF4, the game highly emphasizes a traditional footsie game. The goal is to stay on your feet, and not end up on you ass, otherwise your going to get punished hard. It makes it so that every poke, whiff punish, bait, and step forward counts. Most characters have a good walk speed, short dashes, and good anti-airs to discourage jumping. Yet again, this is based off how the developers made the game, it's not entirely based off of b2b.
In mk9, you could counter poke as well, and it had dash cancelling (but tekken also has dash cancelling and it's b2b). It also has high chip on normals and strong anti-airs. All of these are not byproducts of having a block button though, just how the developers made the game.
In tekken, if you stand still, your character automatically blocks, which means you don't have to keep holding back like many previously complained about. The movement is more complex, because you can cancel a dash into pretty much anything. Movement is more execution heavy, but once a player gets it down, getting to point A to point B is not a problem.
What I just mentioned aren't necessarily tied to b2b or a block button. It's tied to game mechanics period. If injustice had better anti-airs, faster walkspeed, and better normals, I highly doubt many would have the same view of b2b as they do now. The same that criticize mk9 about having the input bug and block stun as a byproduct of a block button.
I will say, cross ups are indeed bullshit though haha.