I think most of the posts already made in this thread nail the core "problem," especially this quote in particular: "it's easy to lose and not feel like you were outplayed at all." I see this issue as not even specific to MK11 and more as a product of the modern fighting game. Comeback mechanics are rampant. Hell, this even goes back to SF4 which is a game that was complained about extensively at the time but hindsight has apparently yielded a reverence for. Ultra meter, fatal blows, whatever you want to call it - comeback mechanics make games more spectator friendly and may give a sense of "both players are always a live dog, there's always a chance to turn it around," but all you've really done is artificially bloat the chances of a comeback happening, which diminishes their significance.
Setting the actual comeback mechanics aside, we've (fighting games in general) in recent times just settled into a formula based more around guessing than playing neutral. I think it's an appealing go-to for developers because it's a very safe and very easy dynamic to implement. You can take a rather shallow game, enforce sugar coated rock/paper/scissors oriented gameplay and you've effectively (on a superficial level, but still on some level) crafted a game where there will be layers and mind games that both players engage in. This game doesn't feel any more 'bullshit' to me than SFV. It's the same sh*t. I beat your ass and outplay you for 70% of the round, and if you're Geras or Jax (and I'm a Geras main, so I've been on the doling-out side of this as often as the receiving end), you've now got an absurdly good fatal blow at your disposal, oki out the ass (Jax gets oki off everything too), krushing blows, staggers, etc. - basically everything under the sun that either flat out circumvents neutral or puts me in a situation where I'm not able to move unless I'm right on the coin flip. There are so many micro-interactions that feel like they're not structured at all and just a wild sprawl where you're crossing your fingers hoping you're the beneficiary. It's hardwired into the game from the ground up.
I enjoy the game -- actually, I love the game. I take it for what it is. I also think for how much we're always clamoring for more neutral that this would likely be a lot more bland if you just took the staggers/guessing out cold turkey and kept the rest of the current product intact and hoped it stood as a complete package. "More neutral" isn't always the answer; neutral is good if there's enough nuance and foundation in place that there's depth to it, but I'm not really sold that MK11's neutral (what little there is) falls under that category. So we've got what we've got. I take the good with the bad.
I don't tend to rage much over fighting games anymore, having also been a League of Legends player for many years (trust me, you don't know tilt until winning/losing is literally in the hands of 4 other anonymous monkeys that keep you trapped in a match for an hour+ by turning down surrender attempts after themselves feeding their lanes for the first 1/3 of the game), but I do understand the sentiment.