Yes, you are right. If you are fighting one guy, and positioning every moment isn't important to you, and you never want to counter something but only get out of the way and then attack, and you never want to do anything different for fun, roll cancels can let you close the knockback to keep a combo going.
My earnest stance is that good games expand your options in higher levels of play. Challenges increase, but you are not limited, your capability and expressiveness is given full freedom. The new challenges only open up more possibilities and stand as more to hold in mind. This is usually very technical and most people don't even bother learning it. In a beat-em-up you can look to Bayonetta for something like this.
Mediocre games give you few options to begin with and then use additional components to limit them further and call it challenge. These kinds of games stifle the expressiveness and imagination of the player and force them into boring molds of linear response sequences. They usually lack complexity, speed, and precision because they never truly had player instinct in mind, but only for the player to conform to conventions it lays out for them.
It seems every single argument I ever get into over a game falls into this general topic of gameplay and capacity for imaginative play. I have gotten used to it, learned to recognize it ahead of time, gotten tired of explaining details to whoever loves whatever game it is this time. Not to mention every time I do, more people dislike me because it was yet another popular game. You looking down on me for not debating the details is not much different.