Having a huge, crazy combo under those circumstances is really cool, in my opinion. Geese had at least one touch of death combo in Tekken 7 but you had to have full meter, be on the Howard Estate stage without any walls broken yet and actually have the execution to put it all together.
NRS is just way too safe with everything. This is Mortal Kombat!!! Make it feel like MK! Watching the clips from the last tournament in Brazil has nearly put me to sleep. No knock on the players, I know how good they are, so it's certainly nothing against them.
MK11 was even more boring to watch (and play). I absolutely cannot believe they used the least fun MK game of all time (MK11) as the base for MK1.
Variety is the spice of life and all that. People get super touchy about TOD or huge damage combos, but it's really about the novelty of them . If you can do 80% off every touch, it fucking sucks, if you can do 100% with full meter on a specific hit but only if your back is to the corner (3s makoto), then it can be hype as fuck. Oddly assist fighters are NOTORIOUS for having this because usually they're so overtuned that even one character with a pixel of health and full bar can wreck an opponents team if they get the right read, but MK1 doesn't quite have that.
It also keeps tension in the match. If someone is at full hp and the opponent is near dead, but with tons of resources, knowing they can chunk you for 70%+ means that it doesn't feel like it's over. If the most you can do is 30-40%, they need a bunch of guesses to get it done, and it means you'll see less tension when someone gets the early lead.
Doing it right is hard, for sure, but mk1 feels like it's in an awkward middle ground where they're flirting with it for some characters, while others have to play "fair".
Edit-
I know Tom is a polarizing figure here, but I think his most recent video nails exactly one of the major issues in this game with a really good example. It's only a minute in or so and I think shows perfectly the "blandness" of mk1.