Like I said, people are using it as anti-air and anti meaty. I play Zangief. If I throw a Fierce (easily his 2nd or 3rd best button) or Roundhouse, I basically don't have time to react. Also, my first Street Fighter was STREET FIGHTER. My whole muscle memory is punishing and pressing on offense. Or, I throw something, they block, I STOP because know not to do unsafe strings, but to stop it, I need to mash jab and hope I get the 3rd in time, or stop what I'm doing in a split second and hit mine. It's a bullshyt mechanic. I have to unlearn almost 30 years of actual good gameplay because of this scrubby nonsense.DI is some of the easiest shyt on the planet to get around. Literally.. you can just jump, you can throw it, you can counter it with your own DI, you can back dash. All sorts of shyt. If you can't counter DI it's because you did something unsafe or fished with a heavy. DI is NOT a comeback mechanic like X-Factor. At ALL.
Also, you gotta remember this game is bringing in more new people to fighting games than any other in recent memory. People DON'T have fundamentals.
And it absolutely is a comeback mechanic. Since there is no chip outside of Burnout, it's a last ditch cheap way to open someone up for people with no mixup game or footsies. It totally works in favor of scrubby play. It gives you free corner combos! I don't even attempt the shyt unless the opponent is in Burnout, or I'm way behind and need a dramatic CA to come back and win. It's counterintuitive if you've played SF before seriously, especially before 5.