I used to believe this myself. Until I started learning more about game design and how developers tend to balance their games. And more importantly what differentiates successful multiplayer games from unsuccessful ones.
You can't always balance for the highest level of skill. If you do then there is bound to be an easy to utilize noob killer strategy that makes it unfun for players at the lower end of the spectrum. And it has been done in SF4 as well, will probably happen in SFV too.
You have to make the game fun for millions of people, not just thousands of people.
I don't necessarily disagree with multiplayer games of a demanding genre needing a lower barrier of entry (without sacrificing overall depth) to help entice newcomers, but targeting any given character over others because that one happens to excel a little bit in an environment of ignorance (which again could be caused due to multiple different reasons not tied to gameplay whatsoever) is nothing more than a short-sighted band-aid solution which'll eventually repeat itself elsewhere.
There's better ways to assist players who aren't particularly skilled yet by providing intuitive methods that help them learn the ropes and it's this where the majority of fighting games typically fall flat on their face. Street Fighter V offers some of these through improved visual clarity and slightly altering input leniency for combos, but it still didn't follow this through with this concept far enough. The Street Fighter YouTube page provides detailed character guides evaluating strengths + weaknesses + strategies; why aren't these available inside the game? Same can be said about the concise character introductions. There's an actual tutorial now... except it contains virtually no substance. Why are frame data and basic information regarding move properties still omitted, potential money-grubbing business practice to sell the guide notwithstanding? The list goes on and on.
League of Legends, another game with a steep learning curve in a different way regardless of its balance being in a constant state of flux, faced similar fundamental problems at varying skill levels. More knowledgeable players in the same Ranked divisions (or not) could leverage key mechanical advantages far easier, but these weren't gradually removed or toned down. Controlling the jungle camps was hugely influential, so they added built-in timers so anyone could consult them rather than relying on memorization. Recognizing income discrepancies between both teams was crucial, so they implemented gold counters. Ward coverage is vital to asserting map control, so they created new items to streamline this process (and to provide more counter-play options) on top of adding visual markers visible to all as they expire. DOTA 2 took this one step further with specialized tutorials and coaching tools.
There's more between both titles, but you get the gist of it and that's the type of 'concession' that fighting game developers ought to be more mindful of to expand their demographic.