Philosophies of fighting games are so jaded.
Fighting games, in general, should have a risk and reward to complex/compound/annoying moves. If anything, they should at least have a sense of pride.
Ear slicer is a key execution for Yoshimitsu that significantly improves his game play. From using it as a basic, fast hitting counter hit to extending juggles and your RO distance..... ear slicer is amazing. In SCIV, you could generally be moderately successful with Yoshimitsu without it, but SCV...... so far, I'm saying it's not likely at this time.
On the other hand, if ear slicer was a one-button input.... this would be really stupid. Entire matches would be nothing but attempts to counterhit each other and Yoshimitsu would pretty much play identically to Pyrrha at this point (236B x infinity / ear slicer x infinity). This is a good example of making an input too easy that breaks down game play. The whole match is spent trying to randomly throw out safe 10 frame moves at advantage rather than positionining/etc that is so rewarding in a fighting game.
In addition to have just boring, stupid and excruciating matches of pure silliness, it defeats the purpose of the strategy. Many JFs add additional hits or create safety in a move. There's a risk vs. reward of feinting some of the JF moves to instead step or restart a block string or assault. Many JFs themselves create frame traps. At the same time, the executing player has to have practiced that input and take the risk of missing it online or otherwise. Why perform the high-damage risk moves if you have absolutely no safety net? We should all just 2K each other to death.....
Today, this execution requirement is a bit broken. Between button mapping, online play, programmable sticks and other things that allow otherwise terrible players to crutch these high execution moves.... they simply do not have the requirements they used to. For a very old school staple, look at your basic SF SRK - this was a great move that was damaging but required high execution on some random, shitty arcade controller. Today, you can 360 this move out. 360s are another mechanic-come-crutch - it was pretty obvious your opponent was spamming 360 at the arcade unless they were capable of a fast and accurate execution.
I would really hate to see all fighting games reduced to SFIV. While it's a great game on it's own, it is a perfect example of why moderate to high execution moves are just abused today.