Here's how I think people should play against Ivy's 2_3 A+G_B+K mixups:
Dash forward in front of the 2 option range, constantly, and don't try to step. There is no 1A+G or 1B+K. You do end up running into unbreakable SS range, though. She is weak up close, but not terribly so. No weaker than Astaroth in previous games. She has no fast 2A and lacks a fast tracking mid as far as I know, but still has 3K and decent high horizontals. All this means is that you get to keep up pressure if you're at -2, and she may be forced to take somewhat bad risks with her linear or high tools at -6. (or hit you with 2A which doesn't accomplish much). It's nothing too scary for her though, as she can RE, GI, or backstep as her defensive tools, just like everyone else, and she has a counter CE and SC to stop any pressure if she has meter. The easy whiff punishers 3B and 22A that she has, as well as 214A and 22K for evasion, and strong while standing launchers make her defensive play fairly comfortable.
She has other decent moves at mid range to deter you at close-mid, her only weak zone is right up in her face. Characters that aren't highly rewarded for getting in close might not have the advantage one might expect for being forced to dash forward constantly to avoid mixups. Characters with strong range might have different approaches, such as Sieg aGIing the range throw with SBH or Groh using his range to get close and pressure with his stance, or maybe having strong enough range to go toe to toe (Mina?).
The fact that you're forced to dash forward all the time and not step because it's too dangerous to move any other way may be too limiting especially because the reward for getting in isn't that stellar for most characters. Ivy seems to beat mid range characters, as they will not be able to go toe to toe at mid/long range, and their reward for closing the gap into their ideal close-mid range will be negligible and close range reward not enough. Characters that have good pressure up close, such as Yoshimitsu, Taki, Sophitia, and possibly Talim may have an easier time as long as they constantly press forward, and characters like Groh and Siegfried may have their own unique approaches. Mina/Asta may also be powerful at range, we'll see.
Right now it seems like she requires counterpicking, top level play, and well-developed matchup knowledge to handle her standard play. This follows the pattern that SCIV Ivy and SCV Viola followed, beatable but top tier and requiring more effort to fight against than usual.
I say make her ranged throws linear and have more recovery so they are easy to whiff punish hard and more characters are able to block punish it.