The idea of creating the perfect block string is the same in any almost any fighting game. Both players are making dynamic reads based on what they predict the other character will do. The offensive player normally has a preset game plan because they've though about what moves string together best, while the defensive player is looking for the moves they know provide holes to the string. In most situations the defender will either correctly use something to avoid damage completely (i.e. back dash, side step, block, parry, reversal, etc.), not guess correctly and eat a lot of damage, or take the lesser of two evils if they have enough life in order to avoid thinking about the situation altogether. This isn't just limited to NRS games. In Tekken, when you're playing high level and are knocked down... in order to avoid being put in back/side turned situations or being floated for a juggle most players will stay on the ground and take the grounded hit which pushes them far enough away to get up safely. It's just what you do to avoid potentially killing yourself by overthinking wake up options.
I'm sorry you don't like the options the game presents you with, but based on your question in regards to the block infinite I answered it with as much detail as possible so there would be no confusion. Also, I feel a block infinite is simply that... a situation where if you are caught blocking, there is no escape whatsoever until you dead (like what you were discussing with Kabal earlier since I'm guessing there isn't enough frame advantage to even let go of block and take the hit). Not no escape until you choose to take a hit, or use an armored move, or other defensive tool, you literally just can't change actions once you start blocking and you may as well shake your opponent's hand when it starts because the game won't even let you out of block stun. This is not the case. I agree that this is a very very tight block string, and I'm not happy that it is easy to create... but there are methods of escape even though we may wish for better ones.
This situation appears to be bad, but Kotal Kahn also has a 1 frame option with his EX parry... and Sun God has an instant armor option which gives him an unblockable counter attack should they try to create a hole for armor bait. So KK may not have any of the issues you're discussing in respect to Takeda's block string.
Do I think it's bad? Sure, but there are a ton of situations in this game which are just as bad if not worse so let's use the options we have and deal with it.