I would just add that, I'd venture to say that most (certainly myself) would be well happy with <10-hit comboes, IF these comboes were diverse and the infamous NRS combo 'rigidity' weren't as apparent as it historically has been (*said two elements not being mutually exclusive).
The potential problem (if the concerns raised are borne out to be founded) is that, combing 1) lower combo hit-count potential, 2) lessened combo potential overall, 3) strictly capped "Krushing Blow" use, 4) universal "Amplify" input scheme (*assuming that the change was made to diversify something NRS saw as being / becoming stale--in the context of whatever other changes they have made to the erstwhile "Burn" / EX system--if any), 5) a single "Fatal Blow" that may have even less non-YOLO / combo potential than before (*in the sense of having access to said move only at 30% HP, and certain chars. simply not being accoutred with combo-able FB's -- e.g., Johnny Cage), may conspire to produce a very bland gameplay product.
This is how I, myself, am qualifying the criticisms, in order to legitimise them: Reconciling them with the other, ancillary mechanics which will serve as the the parts to produce the sum of what will become MK11's combo system.