Autocombos - Removes functionality of using 5a on whiff or block for pressure or poking. Dumbs game down in terms of hitconfirming and encourages overuse of light attacks.
"Simplified" inputs - Makes it "easier" to execute commands at the cost of letting them be less usable due to having lots of overlapping inputs in terms of macros. Basically, by having so many overlapping commands, you reduce the funtionality of each individual move. eg, A+C is roll but 2A+C is hop. This means I can't input roll when crouching or crouch blocking, making using roll actually more difficult than it should be.

Seriously though there are way too many macros. Why didnt they just make a 5 button game?
Automatic Shoryukens - As if SF4 wasn't bad enough with it's gigantic reversal window and 33 Shoryu, they gave every character a universal reversal on BD, resulting in more scrubs than ever mashing shoryuken at every opportunity, and making it even harder to actually maintain an interesting offensive pressure game.
Comeback mechanic - When you get low on life you get meter for free, a bigger meter bar, you take less damage, and get access to a stupid super. They're basically encouraging you to do some retarded 90% damage combo come back and punishing people for actually WINNING. Every game today does this and its fucking retarded, whether its Ultras in SF4 or X-factor in MvC.
Stupid teching shenanigans - Blazblue started it, this makes it even dumber and impossible to run any consistent mixup or hard down pressure.
Shitty walkspeed/low control over positioning - Spacing takes a backseat beacuse the actual control over your character is limited in fine tuning to bait and whiff attacks, not only that but,
Chickenblocking/blocking grounded attacks - Makes jumping way better than it should be. This also ties into the next point that,
Retaining movement options after committing to attacks in the air - Lowers aerial commitment and makes the spacing game incredibly linear. Air backdash also has invulnerability meaning even trying to tag people abusing this is difficult.
Jump cancels on block/Linear chaining - Typical Arc System Works design, because they make pressure and string variety so bad, as well as airdashes so hard to use for pressure they end up just adding in crap like this to make it "forcibly" work. Causes incredibly linear blockstrings devalues moves that dont lead to high damage. Doesn't help that 5a cant be used for strings either.
Instant blocking - Again, shitty ASW design. Creates a metagame based around instant blocking moves that are supposed to be safe/advantage on block but turn into disadvantage when instant blocked, meaning some moves become just flat out bad at high level play/are balanced to be dumb unless you use this mechanic.
Linear burst stock - Wow another ASW special. Every other developer except them has figured out by now that just giving people bursts on a seperate bar is really stupid because it doesnt actually add any depth to the game, it just means people get a get out of jail free card. Other series with combo escape options actually cause you to lose meter or access to particular abilities or take more damage on using a burst, wheras having a seperate burst bar just means bursts are going to happen.
There is no incentive NOT to burst other than if you want to land a very stupid combo (more on that later), meaning there is actually no interaction going on between both players in terms of decisions like this.
Negative Penalty - Man I'm just listing bad ASW mechanics at this point. Getting punished for running away greatly reduces the amount of available strategies and is a very sloppy way to force people to fight. It's yet another example of the amount of forced overdesign this game has in the characters and playstyle as well.
Building off that point, nearly every single character revolves around stupid gimmicks or landing particular attacks into very high damage combos. There is very little flexability in terms of individual playstyle, because so many of your moves and combos are basically completely prepatterned out from the get go. Its like the same bad design from BBCS2 all over again, most characters simply do trash damage unless they land a hit off a particular move, so what happens is every player begins to just fish for landing that one stupid combo.
Whilst damage variance is a common part of the genre, making stuff off most of your attacks do like 10% damage vs another attack that leads into 50% or more pretty much just cements how you're going to end up playing.
Neutral spacing goes out the window, offensive pressure leads to fuck all (and is easy to stop), mixups don't work without prepatterned setups they specifically give your character (Hi Kuma mr unblockable mixups), and half the tools in the game are based around letting you get in and hit somebody instead of actually the interaction of two players. That and most of the longer combos get really boring.
Fighters like this and most fighters today are designed to appeal to people who want to just do something they know is supposed to work because they watched on a stream or read a wiki or challenge mode told them to do, without any understanding of why it works, or the nuances involved in it. They're being made for people who play the same as they do vs the CPU, with little observance to the behaviour or patterns of the other player, making the game way less interesting and dynamic than what the genre's supposed to be about, spacing, reads, and experience.
SF4 started it and now nearly all fighters are now designed to let people fight fundamentals with execution and autopilot.
Don't even get me started on the visual aesthetic but that's Persona for you. The GUI is a mess and looks like somebody vomitted over the screen, with constant popups and character chatter obscuring various important parts of the interface.