And then make throws not work on downpokes anymore, and we wouldn't have scrubs go d1, throw, d1, throw annoying the fuck out of people who are trying to play honest neutral online.
To be fair, this point is moot. It's gonna happen. You might as well develop a defense to it now because mkx was the same way. There are plenty of options to avoid this scenario and full combo punish them for it.
It really isn't that much different than a shimmy in sf. Crouch jab, back up to bait a reversal and then counter throw. The only real difference here is you don't have to back step.
Furthermore, if people do it constantly, then you should have developed a solid defense against it. In the end it's about the W. If d1 throw gets me a win you better believe I'm gonna d1 throw.
Flawless block the d1 and u3 to check them. You use meter but it's an escape.
Neutral crouch/jump/hop
D2 KB. Make them eat 50%
If you're near a stage hazard. Armor through it.
You have options. Throws are very strong, but there's plenty of ways to circumvent it. Play to your character's strengths. Use command grabs or parry them. Some characters have better options than others sure, but the options are there and most of them are universal.
With Sonya you can parry the d1 and punish the nonsense before it ever gets started.
If you have a low special, you can low profile off of a counter poke and knock them away in the process.
This what the lab is for. Make 2 recordings. One of d1s and one of throws. (forward and back) have the game randomly switch between the two and practice escaping it when it happens.
Tl;Dr: I'm a scrub.