That's terrible pseudo-pro logic. The idea that nerfs are always bad is an incredibly flawed argument.
Fighting games in terms of balance cannot balance every match up to a 5-5 due to too many variables at play. However the common goal is that all characters should be a mix of strengths/weakness or balanced play style. For every moment of superiority an equal moment for the other character should be present and in both cases the disadvantaged should still have a way to fight their way out of a bad situation and be able to attain their advantage. HOWEVER, when things become too skewed in risks, ways to attain advantage, ways to maintain advantage, reward, etc... you get an unfair weighting. Right now Injustice favors running away. Every GTFO tool vastly trumps get in, this means zoning is becoming a vortex. Easy to attain and maintain and too few risks.
Simply because things are beatable doesn't mean it equals good gameplay. Good gameplay revolves around gambits of options, risk/reward, and dynamic interaction. If your play has limited options, the strategy is low risk and effective most of the time, and game play devolves into the same patterns since all other options are invalid in the match up...you have bad game play. I'll use SC4 again with Hilde. Hilde required no risks be taken against her, no slow seeable hits (she could 'armor' through them), and all her hits were usually TOD...this devolved gameplay into super fast unrewarding safe pokes to fight her as she turtled for a kill. She was beatable, but due to this she killed SC4 competitively and created bad game play.
NEVER support imbalance. Nerfs/buffs need to be applied responsibly. Too many FGC members have very uneducated views on 'play to win' and good game design, even top players.