the difference being that yun was a character that didn't have to play fundamentals, in a game (SFIV) with a neutral game that allowed classic street fighter (low lag so that reacting was easier; fireballs, mid range normals and anti-airs all actually being good). You can bring up yun, rufus, seth, viper... sure, some characters didn't play by the rules, but most definitely did.
On the other hand, laura is one of the worst offenders, in a game (SFV) with a neutral game that was designed directly against fundamentals. In SFV, nor laura, nor anyone else, has to respect fireballs, or keep in mind that they shouldn't jump because it's supposed to be risky (right...), or respect your oponents normals (crush counter!!), etc..
Honestly, i would be surprised if someone can explain why SFV rewards fundamentals more than SFIV, like some say.
Ways SFV rewards fundamentals more:
Higher advantage for a knockdown, while having less true vortexes. A lack of FADCs and backdash invincibility usually means a knockdown gets you better pressure.
For punishing jumping, about the same as SFIV. Less safe jumps, but anti-airs are more situation specific. Divekicks are less of a problem in V as well with only Cammy's ex and V-trigger divekicks being a problem most of the time.
Outside of a handful of crush counter buttons, usually ones with very limited range, respecting your opponents normals is part of the game. Whiff punishing works well, frame traps are strong and most characters can convert of a whiff punish.
Less DP invincibility makes frame traps stronger.
As far as projectiles go Akuma, Guile, Nash, Ryu, Fang, Urien and to a degree Necali use theres in neutral quite often and to great success.
V-reverals work well as a way to discourage pressure for the most part. Some are too slow, but the majority work. Some like Rashid, Cammy, Ed, Nash, etc. are some of the better defensive options in the game.
For IV over V there's:
Generally safer fireballs, with some characters having incredibly safe ones like Gouken and Guile.
More light hit confirms meant less swinging for the fences in most cases.
Focus attack dash/backdash gave a universal way to escape certain situations or evade fireballs.
More invincibility on some characters dragon punches meant more consistent anti-airs for some of the cast. But, other characters were out of luck against any character that could affect their jump arc/speed.
Rewards for a knockdown were very high with some of the cast. A chance at safe pressure and with a large chunk of the upper tier characters it lead to vortexes that were very hard to escape until delayed wake up in Ultra.
As far as which is classic Street Fighter? Eh, Street Fighter has been loaded with nonsense since the beginning. If people had YouTube and online tutorials in 91 you'd see all types of busted stuff in every arcade back then. Same way ST, the Alpha series, etc. are filled with non-classic Street Fighter stuff now.