Game is surprisingly fast paced but more importantly a lot of anti airs aren't as good or don't deal as much damage. Risk/reward ratio is in favor of guy jumping in which is why at least early in this game's cycle you will see a lot of people jumping more frequently.
Though what you are describing isn't random. You pressed a button and you got punished for using the wrong normal at the wrong time. Two things had to have happened for this situation to occur : 1) You pressing that exact normal at that exact time and 2) The opponent jumping at that time.
Your first paragraph is my issue, I think. Sticking with the Chun example, my most reliable anti-air (in most situations) seems to be st.LK which does 40 damage. You can go for dash under shenanigans and possibly reap a greater reward than the raw damage, but all you're guaranteed is the 40. On the other hand, a successful jump in into a proper full combo yields the opponent 300+ damage and put you one bad guess away from combo into stun in possibly GGs. If you anti-air somebody 80% of the time, the math is still in favor of jumping around like a nut. You have to be really consistent with anti-airing in order to truly force your opponent to play a more grounded game.
Gimme a break, GG one knockdown from a bunch of characters and the round is pretty much over.
I mean, I play xrd and I still love marvel 3 and play it constantly to this day. Both of those games have an uncomfortably high chance of ending because you got outplayed just a single time or you made just one small mistake- it's one of my biggest issues with both games. That being said, the sequence of events that lead up to that hit feel more calculated/less random than in SFV. Of course, doing random crazy stuff exists xrd and marvel (nobody can deny that!). Example: Doom is in the air, has already used his airdash, and they does not have x-factor, but they do YOLO footdive and you get hit because you really didn't expect them to bet the match on it. In xrd, Sol does 99 second grand viper in round 2 w/o burst or any meter. These things can and do work sometimes in practically any fighting game ever. SFV just feels like it has more of those moments, relatively speaking.