It's interesting because the main trend in game-design is to 'streamline' and 'simplify'.
The result is basically that they did the opposite of what we want to achieve in software design: modern game systems are shallow and complicated rather than deep and complex.
One reason is that the older games that are still successful have emergent gameplay -- strategies that weren't planned by the developers but could be found by exploring the space.
If it's so simple to make this analysis, why are these games affected by this problem? Because of business decisions.
The games need to make players jump to new installments.
To do this, they need a compelling reason other than 'we need you to pay full price again', so they introduce new mechanics.
After 20 years of bloat where developers are afraid of abandoning the mechanics from previous generations a lot of systems became both too complex and too complicated, so they simplified by planning out the viable strategies, which generally collapse the hierarchy of strategy layers player could adopt.
This homogenizing force is also greatly driven by e-sports/streaming, where games are designed to be enjoyed as a spectator.
E-sports players want homogeneous strategies as it simplifies greatly adapting to the meta.
Tl;dr: it's a business problem of carrying the whole history of the genre to gather existing players.
To simplify would mean take greater, explicit risk, and the industry has become risk-averse because of how much they've generally mismanaged themselves.
If you take Street Fighter 2, the game that laid the blueprint for all mainstream fighting game, there are a few important rules you want to know, like Dragon Punch having startup invincibility. Even then, if you don't want to learn, the game is instinctively approachable.
The Street Fighter series introduced 'supers' that need meter to be used, and then systems to have options in how to spend that meter, which introduce some balance issues needing to have more options available in defense.
So, in Street Fighter 6 they thus introduced "Drive Rush" with the explicit design concept of "1-button attack". So now you have 2 gauges, the gauge gauge and the drive gauge.
But as the concept lays out, Drive Rush is extremely powerful, so you can't hop in without understanding how it works at a basic level. How much effort does it need to have that basic level? Just see [0].
[0] https://wiki.supercombo.gg/w/Street_Fighter_6/Gauges