There are plenty of strong zoners in this game. I want to explain this one last time to make sure everyone understands it.
The reason we don't have characters who can spend the entire game at fullscreen, is because that isn't interactive. There has to be a trade off. So if they make someone who's a monster at fullscreen where the opponent cannot interact with them, and they make they garbage at close range so they can't interact with their opponent- we have a boring game. We've seen this style before all it does is frustrate both sides. The zoner says they can't do anything. The rushdown player says they can't do anything.
The reason you don't have "pure zoners" in this game is because EVERYONE has options in close range. Cetrion has options. Skarlet has options- lots of really good ones. She's my main, so let me know if you want a list. No one is helpless just because the opponent closed the distance. And if you feel like you are when someone gets in close, I'd challenge you to analyze the weaknesses in your own play before blaming it on the game's design. If you want SZ, Geras, and Scorpion nerfs, that's a wholly separate issue. I think everyone is looking forward to the top tier being toned down.
You said there are plenty of zoners in this game, then went on to give a detailed explanation as to why there aren't good traditional zoners? My issue is this-
The options that up close characters have, relative to their ranged options, is vastly superior to ranged characters relative to their up close options. That shouldn't even be debatable lol. What is debatable is if it's the preferred system of gameplay, not the system that's been implemented. This can change obviously if you "tone down" the top echelon to make it more diverse, but until then it's a bit lopsided in the offensive favor.
I think the "desire" gets misconstrued. I prefer all styles to be equally represented. I think that makes the best diversity in the game, where games like MK9 and Inj1 to me where the most diverse, balance issues aside. In MK9 for example you had incredible rushdown mix (Cyrax), incredible keepaway (Freddy), incredible pressure (Johnny and Sonya), incredible zoning (Kenshi), incredible anti-zoning (Smoke), incredible jack of all trades (Kabal), etc. In Inj1 you had the same level of diversity with MMH, Aquaman, Flash, Zod, Batgirl, Batman, Sinestro, and Bane at the top, and the middle to upper middle was equally diverse. So the games weren't as balanced overall, but the diverse representations were easily the best it's ever been, and that was games released in 2011 and 2013.
No knock on this game itself, the gameplay is amazing when you're not facing 4 characters. That doesn't change wanting to play a playstyle that was mostly killed off while the others remained in tact. Trap character users should have the same gripe as that is all but nonexistent as well. If that makes more sense.