Xrd's problem is most likely its visuals. I don't think its too farfetched to argue that a more realistic visual style (and violence) helped MKX while the anime (or cartoony if you don't know what anime is) aesthetic doesn't help games like GG Xrd. In regards to your financial barrier argument, SFV could be purchased for less than $30 two months after launch. And young gamers typically get at least a couple games a year so I think there isn't a huge barrier. While being free-to-play definitely would've helped at launch the audience would probably still be disappointed with the game as it is now.
You're always going to have people like that. I think its silly to not even bother because some people are lazy.
I've yet to see compelling evidence that tutorials help retain players or help a game sell.
The best selling fighting games have no tutorials (MKX, Smash), the worse selling games do (ASW games, Skullgirls, etc).
VF4:Evo had one of the best tutorials EVER in a fighting game.
Content that keeps casuals coming back is more important, imo, than tutorials. Make the game fun, make them willing to invest in an ecosystem, and maybe one day they'll move from casual to competitive.
Like I said, not against the idea, just disagree when people say that any amount of indepth tutorials is going to make gains on the playerbase.