Spammable soft feint without any start up or proper restriction.
Neutral unblockables
Neutral bashes that has similar start up as dodge.
Developer's are trying to make the game with more guessing, but, for example, in 2-d fighting each 50/50 has a condition: land a first attack. Take MK, for example. it has two two types of 50/50s
1) hard 50/50: where you have to react. Some combos will hit high or low at the end of combo, creating 50/50 scenario.
2) soft 50/50: where an opponent has a choice of deciding to continue combo or stopping. So you have a choice trying to punish early, but risking to eat an extra attack if an enemy decided to finish the combo.
When those combos happened, it's deserved. You either a) made a wrong move and gave your opponent a chance to counter-attack b) you missed a block/whiffed an attack c) opponent guessed correctly your chain.
Take now, For honor, for example, where BP can use 50/50 unblockable from neutral or Raider who can spam his soft feint non-stop mixing with occasional heavies. They both done absolutely nothing to "earn" those 50/50s.
==> this also further exacerbated by option select, where some heroes who require to start a combo for their 50/50s (shaman's unblockable) can be countered by option select. So, if shaman lands an attack and tries to 50/50s, she has to keep in mind that she might need to counter attack the counter attack to her attack. Yeah, it might add depth to the game, but when there's too many options, it becomes less of a guessing and more of a roulette.
==> another problem (encountered in TG) is continuous 50/50s like Aramusha and Berserker's chains. They can too easily enter their chain and they can also continue on with it. So, every time their start up their damage, the best option becomes to just roll away. This is becomes a frustrating experience.
==> add to it heroes who has 33/33/33 options like Shugoki and warden that, too, forces enemy to run away. And those attacks has no conditions other than to start. They can be instantly cancelled, cancelled at the mid charge and have variable timings for the options.
In my opinion, forcing your opponents to attack each other because it is too easy to do damage is a bad design. It becomes less of a read-based game, but a luck based game due to:
1) too many options to counter attack and attack (some moves are not even 50/50s, but 33/33/33 or 25/25/25/25). Berserker, for example, has an option of 1) attack one of THREE side with soft feint 2) continue feinting 3) GB 4) letting go of an attack. Warden has an option of: 1) THREE types of charge 2) cancel into gb 3) late cancel into gb. The more options means more chances to eat a damage, cause guessed (not read) wrong.
2) those attacks are spammable. If someone attack 3 times, it's easier to guess what they do, than a person who uses an attack 5-7 times in a row without any startup, where even if you're right once, you're gonna start guessing again pretty soon.
----
In the end, the game becomes one big frustration, when you're thrown into the game against heroes who will be constantly putting you into 50/50 situation, when the opportunity arises and it arises quite often, no matter what you do.