In those two examples, someone who is used to playing another fighter(s) might think those concepts make it overly simplistic compared to what they're used to. I'll explain.
-Most fighters you have your go-to moves/strings/normals. No one uses an entire movelist. This is easier, more abusable, and stronger in MKX compared to most fighters. Say I'm playing Ryu in SF. I have things like low crouch kick and stuff for good pokes. In Tekken I have D/F1 with Lee. Etc. But in MKX, I have safe, fast, advancing normals that lead to combo or block cancel pressure. D'Vorah F1, Cassie B1, Johnny F3, etc. Normals that poke from 1/3 away from the screen into advantageous sutuations are the norm in MKX, so if you come from another game where spacing and timing is more scientific you may look down on Cassie just B1'ing Her way in.
-In a lot of fighters not as many characters have 50/50's, and when they do usually one option is impossible to be made safe. Say in Tekken my main is Bryan since T5DR. I have decent low pokes, but my main low launcher is full combo punishable on block by the cast and also reactable because it's slow. So I have to really open you up to land it, and take a big risk using it. Now turn to MKX, where someone like say Erron can do a OH Low into EX Grenade, and you blocked Both options but he had two bars he can go for another 50/50. Or Quan Chi where if you block the 50/50 perfectly he can just EX Rune and go for another 50/50 which is two 50/50 attempts for 1 bar, or 3 50/50 attempts for 2 bars. Standing there guessing your way out of multiple 50/50 attempts because you're holding plus frames isn't the norm in a lot of games, so can be looked down upon by players of another game.