There is a reason why corner advantage is a thing in fighting games.
If you put your opponent in the corner, you have all the space in the game to avoid his attack and counter at will, while he doesn't because he ran out of space to walk backwards. It doesn't mean they are trapped forever, but requires a bit of more intelligence and effort to battle out of the corner, basically it makes you an educated player. If the character you main is a nightmare against someone that plays like Brady's Sub-0 for example who plays backwards the whole game, having him in the corner is a balanced trade, if Tom can simply MB out of the corner after spending 30 seconds running away from you with life lead its because the game design is flawed
We saw this with Kabal in MK9, he spends half of the game firing gas blast with multiple purposes:
1. Keep you off him
2. Building meter for breaker
3. Giving you a hard time to get in
Avoiding Kabal's meta was a nightmare, and not all the entire cast could do at great effort, and when they did got the advantage after 30 secods trying to get in, Kabal would just break, Nomad Dash away and repeat the process 1,2,3 until your frustration control reaches the breaking point.
Am all in favor that 60% of the MKX mechanics should be part risk, part reward, no one should have safe 50-50 mixups, no one should have safe armored launchers, no one should have escape option without drawbacks, no one should have all the advantage in all tools, this makes some battles too much one sided when these conditions aren't met.