There is a really common misconception about fighting games, that at some point in the skill curve execution is not longer an issue and the game becomes chess-like. That is, it becomes a game of 'pure strategy' rather than the complex, fun mess that fighting games actually are.
The reality of it is that for a game to be really exciting at all levels of play (IMO!), there have to be multiple things screaming for your attention; a read on your opponent, space control, reflexes, mechanical execution, your emotional state, etc. Having to continuously walk the executional tightrope under huge pressure is as much a part of the DNA of fighting games as health bars and invisible stage walls.
Not to mention, games with interesting and free-form execution allow for continuous growth as the games develop. Like, I watched a teaser video of the next Cooperation Cup this morning (a major, yearly Third Strike tournament) - even after playing that game for 11 years I'm STILL seeing new stuff happen. I don't think, wow, these guys are so good that I'll never be able to do that. I think, goddamn, I can't wait to learn how to do that and really ruin somebody's day. Aside from some cool stuff RB's done with Urien, I haven't ever felt that way either playing or watching SFV which sucks.
I watch RX play Urien in 3S and he's doing crazy creative things nobody else has even thought of. I watch Sako play Vampire, or Ogawa play Zato, or FAB play Potemkin, and it's really inspiring. It's really really really hard to imagine that ever happening in a game with a universal 3f buffer window that doesn't even let you mis-time frame traps or buttons coming out of blockstun.