my thoughts on this are the same as the interactable-less tourny. theres is nothing to lose by seeing this come to fruition. only learning. only innovation. theres no reason to vote no. one game with no corners will not erase every single other fighter from existence. the two styles can co exist. i can think of no logicial reason for anyone scientifically minded to vote no, especially since you are not investing in this nor should my enjoyment of it be a concern to you. its like me voting no against against mks breaker system because i just dont personally like it (i do like it) but id never vote no. no i dont want to have the opportunity for fighting games to progress? get outta here!
i can imagine in this game zoning would be really fun, also navigating zoning. forward dashes or walk speeds must trump retreat speeds so charas with short range can close distance on an ever retreating zoner. no corners is a great interesting idea.
Well what if NRS just happens to waltz in this thread and make this come to fruition? Then this certainly affects me as I am going to be playing their next game.
As for why I voted no, it's because this isn't Progress, it is more akin to a step backward. The corner and corner game are a crucial part to any 2D fighter. People think it is easy to corner your opponent, but it takes a spectacular amount of spacing and planning to get them to the corner and keep them there. Removing corners removes combo versatility first and foremost. Most 2D Fgs have corner carry as one of the highest priorities for a BnB combo. Take away that corner carry, and why would you try to carry your opponent on an endless stage.
It also takes away zoning(Zoning and keepaway are NOT the same thing). In Injustice I will try to push my opponent into a corner. I can do this at midscreen or even fullscreen. On an endless stage, what is the point? I can try to keep them close to me, but I have no way to keep them in.
If we go by your examples, having forward dashes being longer and faster than backdashes would RUIN keepaway. The whole point of keepaway is to force your opponent to very carefully make their way in. If their dashes are going to be bigger than yours, they will be able to close the gap extremely quickly if they know what they are doing.
Also you have to realize that this would be even WORSE if there was one endless stage and many regular stages. Keepaway characters would be especially screwed as they would be cornered in no time. If you didn't balance the game around endless stages the keepaway characters would dominate as they have nothing to stop them from just retreating(this is the main purpose of the corner). So in order for this to work you would have to balance the entire game around the endless stages, and make characters either rushdown or a jack of all trades(This limits character diversity).
I agree with your mentality of letting FGs progress, but just because something is different does not mean it is "progress".