I think that what
@PLAYING TO WIN is getting at here is a good overall question, though it's possible that the question has changed a little since the beginning of the thread.
Initially, his main question was "Does a lower barrier of execution (easy to use characters) encourage counterpicking?"
Let me answer this question IMHO. No, lower barrier of execution doesn't encourage counterpicking at the highest levels of play. First, counterpicking has been rampant since before the age of easy execution, it exists in all competitive games, low execution or high execution. Easier barrier of entry doesn't encourage or deter counterpicking.
What easier barrier of entry does, however, is encourage players to learn more characters, thereby making counterpick choices easier and faster to learn. The elite will learn them, regardless of the time it takes to develop the execution to use them.
What the real question, I believe, has come from this is, "What matters more, execution, or decision making?"
That's a much harder question to answer.
The SF4 series is famed for its 1-frame links, and seeing someone execute them can be super hype when you know what you're watching. For those of us who understand competitive play, that's awesome, but we also only make up a minuscule percentage of the player base. That means that hype-level of that 1-frame link is completely lost on the overwhelming majority of people.
Then we have decision making. That 1-frame link is hype, it requires pinpoint precision, and it also requires a level of practice that borders on obsessiveness. It literally becomes "don't practice it until you can do it, practice it until you can't miss it". HOWEVER, if you're capable of the combo, that doesn't make you capable of the decisions necessary to put yourself in the right situation to perform the combo.
Split second decision making is a skill and video games are a proving ground for it. You hear this all the time in sports, as well as video games, "I'm the better player, I would have beaten him, but I missed that window" or "We're the better team, but we weren't prepared for that breakaway". In those moments, split second decision making is the difference between winning and losing, the difference between the better player and the better team. It's what puts you in a position to make those 1-frame links and perform those sick combos.
They're equally important IMO.
That said, I think that there are definitely games that border on insane levels of execution that are only execution heavy for the sake of saying that it's execution heavy. For these games, combo artists only need apply.
There are also games where decision making is the primary focus. As
@PLAYING TO WIN said, if that's what you want, consider playing a board game instead.