I'm not an expert, but my understanding is that this is intentional in NRS games. It is one of their conventions. That generally in other fighting games a jumping attack is more of a risky, disfavoured move. In NRS games, jumping attacks are better, safer, less punishable, better hitbox moves. Even going back to old MK games, jumping in is quite often a pretty good move (maybe not so much at high level play, but in general). I could be wrong about this.
So, yeah, for folks who were weaned on other fighting games where jumps are more yolo they might come to an NRS game and wonder what is going on. They see a bunch of players jumping around all the time and feel like (as in games they are accustomed to) they should be able to punish that risky s--t. Yet, I believe by design, in an NRS game jumps are meant to be more of a staple. Perhaps Boon and crew are trying to emulate the high-flying old-school kung fu movies where half a fight is in the air. Thus, someone from another game will have to recognise this convention and adapt their playstyle accordingly.
To be more technical, perhaps it is meant that one can more aptly punish a jumping attack on a read (anticipating it is coming before the jump) than on a reaction (trying to punish the attack once you see it has begun). I suppose one can argue that this isn't 'realistic' since irl a jump attack is risky. (Bruce Lee actually thought even kicks above the waist were risky in a real fight). Then again, shooting fireballs, dropping ice clones, and teleporting aren't very realistic either. I know I shied away from jumping attacks when I started playing MK since they intuitively seemed risky, until I was informed that this is a convention of NRS games.
Thus, one either accepts the convention or not. Frankly, it is a little more exciting to watch a match where characters are jumping in on each other. If anti-airs were all great and able to swat down any fool that tried a jump-in, then what we'd have are games where everyone is a lot more ground based, right? It isn't just your opponent, but you would have to hold off on jumping in as well, leaving both sides more grounded. Would that really be preferable or is it more fun that both sides have a little more safety with jumping attacks, even if it isn't as "realistic" as it could be?