Because there’s a physical component to playing fighting games that resonates through the way they are played. Doing more should require that you “do” more or so the thought process goes.
I don’t know that cr.mk VTC get bodied would feel better if you had to do a raging storm motion for it, but at least it would feel like your opponent had to make some effort for it. On the player side, there is an insane personal satisfaction I get out of landing hype stuff. Standing Strong, Super makes me feel great for landing it, the few times I’ve done counterhit cr.mk, Super have felt amazing too. Both are hard to do (one significantly harder than the other) but damn if those victories don’t feel good and the other guy can’t act like they got cheated.
So there’s something there. Its just hard to measure just what it means. A lot of hella top tier character have required hilariously low execution. People don’t factor that often into their discussions of execution.
SFIV’s animations have similar problem to NRS games where they make the motions animate too fast so you can’t get a sense of them visually very well. Give the marionette string effect to their normals and attacks
Then NRS just has like general body rig problems and shit too.