Prox normals are good, I find it hard to articulate why I think this but let me try and word it.
Having the inclusion of proximity based normals lets you balance close normals in a radically different way that would be imbalanced if they were available at all ranges. I think one of the biggest examples I can give of this is Sakura in SFV with her b.hp
In SFIV her cl.HP was a combo tool from jabs, you could threaten loose blockstrings with it when the opponent got cheeky, you could do insane close mid range punishes on a lot of stuff that was hard for others to whiff punish heavily. I liked how this was a unique aspect of Sakura, she had a really strong threat from her cl.HP that shaped the way you played into her.
Now that it’s a command normal, having it at 4f at all ranges would be really stupid. It’s now 7f because of the implications of making it a command normal. I find that in the scenario of every normal becoming a command, we’d see a lot of instances where normals get worse and lose a lot of their threat due to how having them available at all ranges screws the balancing over. I don’t have to mind her b.hp threat any more, because they removed what made it good in the last game, now it’s just combo filler. So in making it a command normal, you’ve also removed her need to use it at longer ranges because it’s bad now. Does that make sense?
And obviously, V has made me sick of seeing things get progressively weaker. So I’m against that.
V could have added more command normals that served as the new proximity normals, but I think V went about removing prox normals in the worst way possible which was to just give characters 6 buttons and few command normals to make up for it.
Because of that we have a lot of normal kits being forced into becoming the “pressure normal” or the “poke normal” with no variance and a generally homogenised design philosophy. St.mp buttons are almost always a pressure option, cr.mks are almost always a poke option, there isn’t any difference in the designs. And this ends up with characters giving up crucial mids or fierces that would usually have far versions to facilitate midrange. Think characters like Sakura and Zeku, who have a lot of close ranged normals worked into their kit, but have no far/command normals to facilitate further ranges. Like you can imagine how different characters like Zeku or Juri would be if they had access to proximity normals, like Juri’s old far st.mp as an example.
Before anyone replies, I’m not saying proximity normals are this absolutely undented design choice. But I do think proximity normals create a much deeper game and allow more variance in the way you design your characters. I think their removal created more problems than it solved, and made the game a much more linear experience in neutral.