As if letting more characters reliably combo into ultras in one situation is somehow going to homogenize the game. There are still the matters of spacing, mobility, zoning, etc. Giving a character an ultra he/she can actually use is still not going to change any of that.
In regards to the meter management stuff:
In games with multiple meter stocks ex moves and supers used the same resource, meaning you were sacrificing one super to use them regardless of meter stocks.
Vampire Savior’s supers also didn’t work like supers in other fighting games. You didn’t get any of the screen freeze/near-instant active frames shenanegans or invincibility (well, at least on very few), and you couldn’t generally use them off strings. In a weird way they were more like moves that only existed as ex versions.
The main reason why supers(known as EX Specials) were like that in Vampire. Capcom knew that super freezes stopped inputs from being read during the freeze (they knew it since they first implemented it on ST).