IMO, the big problem is people look at the problem itself (Meterless 50/50 scenarios that loop themselves) and not thinking of the reason as to why the game was bottlenecked into that scenario.
There were a few different things that really pushed the meta of Injustice towards 50/50:
-Movement was so stilted that jumping or dashing in was often the only course of action, and the inherent risk forced people to sit still. These lets a lot of the higher tier chars, with their superior mobility, to really force their game, which was unreactable highs and lows that looped back
-Best characters didn't have to spend any valuable resources to enforce their guessing game, it just kind of happened regardless. And it looped.
-Only one break option allowed, and it was rough against those with meterless offensive games because they rarely spent any, making their options in clash a lot stronger than the defender
So you have a game that is highly based on the strength of defensive conversions, which were often unreactable mids and lows that were safe and there was no option to fall out of combos except for one in the last life bar, in which the characters with really strong meterless options often kept most of their meter and built it really well, so the payoff wasn't so great.
A lot of speculation here, but I would think that now that MKX has breakers, characters are genuinely mobile in aspects beyond jumps and dashes, plus the EX throw in and of itself being a bit of a guess on to whether or not it lands, we might be jumping the gun. The theatrics are a little over the top, especially for people claiming that the 50/50's themselves are 'scrubby'. What folly.