pressure isn't endless in this game, it's just very deceptive. a very common tactic in anime games such as Blazblue/Guilty Gear/Under night that have a very established ground/normal jump game is to "reset" pressure.
Essentially, the player on offense has 2 choices when they are at some point in an offensive string, let's say ABC. They can chain C into D, which will catch the opponent pressing buttons, but if the opponent blocks, D is - on block to the point where the player cannot safely continue to press their offense. Or, they can instead, reading the opponent will want to block D, choose to dash in and start a different string.
This happens in MKX; DJT does it all the time with Lao, JCage, and others.
It is true that MKX mixups are incredibly strong tho. But there are other aspects to the game, and endless pressure only truly exists if one keeps getting hit; whether it's from those mixups, or doing unsafe escape options and guessing wrong on pressure.
Now, that is the point of Breaker. You gain a decent amount of meter just getting hit, and spending 2 bars and all your stamina (which is a big deal) lets you return the game to neutral; the problem is that you cannot apply a Run offense w/o stamina, so the momentum is still slightly in the opponents favor after a breaker. Some characters can function w/o Run and have long enough combos to regain stamina, but not all.
tl;dr: pressure isn't endless, offense is very strong but it's not exactly braindead, still have to guess/read correctly or die, breaker exists