Yeah, I too wonder if the matches will end up being a constant teleport spam. I hope NRS knows what they're doing.
Not with the way NRS intends the game to play.
While, yes, the emphasis on aggressive play is much less prominent compared to MKX, you can tell they're taking many notes from both that game and I2. The abundance of teleports seems to be a design choice rooted behind the changes to movement as a whole. Because run is absent, and dashes aren't quite as good as NRS's other games (even with the improvements from early builds), there was definitely a ton of room for keepaway to emerge as too centralizing.
While the teleports will likely not be end-all options, the amount that exists (along with general anti-zone options such as absorbs, parries, and reclects) definitely serve as deterrents to always playing the full screen game, since from that range, projectiles are generally easier to react to. All of the teleports, so far, have been shown to be really risky to just throw out, so they'll have their place for sure.
I'm not too worried about them. The abundance of anti-zone options, along with the general theme of long-range normals and great walkspeeds, seems to give off the idea that the devs want the game to definitely be played a bit closer to traditional neutral-heavy gameplay, without compromising what makes MK what it is.