what are you talking about? (i know kenshi (balanced) more so my examples are based on him) for example if someone, anyone low profiles his df3, he's open to full combo punish no matter where or who you are!! (he can't do anything even come closer to you
when you dodge his db4, you can get pretty close and maybe bait his armor or read something, it's on your favour from any angle less space for him too.
his bf2 is punishable, except mb version, that doesn't lead too anything. same thing with db1 except mb version of this move is not safe.
so isn't this your reward? or you just want to walk in say hi in middle of the way to some npc? (don't take me wrong i'm not downplaying kenshi in any way, just telling his weaknesses and your rewards for good read and play. except well in kenjutsu with his 11, 111 and 114.)
To repeat, the issue is disproportionate risk to reward. For kenshi, I'll give the counter that F/T cannot do anything to him because he controls space well.
You're right, most character duck and rush kenshi down for missing a move, but that's not to the fault of 50/50s.
If you played injustice, Bane was a rush down monster. He had free armor on everything, but that's not what made him good. Every 18 seconds his pressure would inevitably end, but what made him the monster he was was his ability to cover the entire screen in 2 dashes.
You couldn't zone bane most of the time simply because he covered so much distance in so little time. The characters who could were Zod (a top 5 zoner) and Lex (who controlled with mines). That's it. Bane didn't have to risk much to get a huge reward, and he could force that reward to happen every time because of his approach game.
Now let's take MKx into the light. The big problem isn't that the characters have a advantage when they get close (some do but that's another thing), it's that they constantly get to press that advantage because keeping them out is much harder than them getting in.
In ratio form, the risk/reward should be 0/.5 for zoning, and 1/1 for rushdown. Instead it's 0.5/.75 for zoning, and 1/1.25 for rush down. Zoning carries risk now due to some characters sheer mobility and the existence of teleports, and the reward is meager, where as the rush down face the same risk they did before, but get bigger rewards by merit that their risk is present for less time while zoning is present the entire match.
Once a rush down gets in, his risk drops because he no longer risks losing resource on his way in. As he does, the zoning risk becomes infinite because there is no longer any space to control. Rush down changes in flat units, where as zoning changes in exponent based on those units. It's all very complex and weird sounding, but basically to answer your question, yes it is my reward but it shouldn't be.
Me ducking a telefury should get me half-screen distance, not a full combo punish.