If you make a read on 1,2,3 you can sidestep right and launch Jin, dick jab stuffs both of the extensions. Obviously the best thing to do for Jin is not to commit to any of the last hits on 12, 21 and df1 most of the time. There is a strong incentive to press buttons after blocking his 1,2 which he can still work in his favour by stepping after.
In general you should be looking to sidewalk right against Jin. You really shouldn't be getting locked down against Jin. If the Jin player is content with just checking you with standing 4 to curb your lateral movement instead of doing something that does more damage then you shouldn't stop attempting to sidewalk even if you get hit repeatedly with the standing 4 and have to take a mix-up after it. Eventually you can attempt to cash out on a lot more damage than you have taken by just ducking in his face. If he sticks out the 4 you get an easy ws2 launch. What most likely happens after that is that the Jin player will be looking to counterpoke less and instead just move, allowing you to get a bit more offence going, or he will be looking to do something like a dash into cd1 to cover both stepping and ducking, but that leaves him open to being hit by anything.
Drag's d2 is one of the best lows in the game already. If you are talking about his d4 with the -9 reference, the d4 string is just a combo ender and not meant to be used as a poke. If you got hop kicked after d2 and out of a ws4 attempt, most likely what happened is that the Jin player did a very short backdash or stepped.... or it was an execution error in your part and you did a full crouch d4 instead of ws4. Lows in general are just there to cash out on some damage when you make the read that you can use them and then your pressure is over and you have to do some type of a pseudo frame trap option select like blocking for a very short while then instantly doing a running 2 as soon as you visually confirm that your opponent didn't press buttons if you want to continue your offence.
Frames in general should be thought of as a reference point and some sort of a guideline that you can deviate from if you want to take people by surprise. They simply alter the risk/reward of some options, creating new situations, but they never really stop anyone from pressing buttons. A lot of the time you simply have to allow the game to flow back to neutral and end your pressure because it's the safer thing to do rather than looking to keep the frame abuse going and beat your opponent out of their options. Ever tried sidewalking after + frames against button happy players? It's glorious, you can easily walk all the way to their back.
In MKX or Injustass people will just look to abuse frames, force the opponent to block so they can do mix-ups and just keep up incessant pressure. The reason this works is because there is chip damage and meter. Getting armored or being interrupted with a crouch poke doesn't mean shit because pressing buttons is inherently rewarded so heavily. Getting interrupted in Tekken generally means getting hop kicked or stepped into some other launcher or eating a standing 4 or some other CH launcher, eating the juggle and then having to guess a mix-up at the wall, so you really must tread lightly when it comes to how much you are looking to party on your opponent's expense and trying to keep them locked down.
I've said this before but In Tekken, I believe the first and foremost goal of offence is to get people to press buttons when you want them to and guess their options to blow them up with full combo damage, be it with counterhits or whiff punishes and setting these up with movement or ducking or using crush moves. Frametrapping and mix-ups are the 2nd option, that's in my opinion vastly inferior. People who don't counterpoke eventually get mixed up and thrown to death but that takes a lot longer than blowing up a whiffed df1 or 1,2 with a launcher. Also there is the random factor of someone just blocking for a while then suddenly whipping out the launcher out of a sidestep or something and you can never condition anyone to stop doing things like that. If you think there is the slightest chance of that Jin player hop kicking after being hit by d2 then just backdash afterwards and launch the whiffed hop kick with qcf1. You can also set up a bait for the hop kick by doing d2 into full crouch d4 and the next time you just backdash after the d2.