I don't think it's oppressive. You're right, it's not as bad as something like T.Hawk in ST. I just think that SF5's design, for better or worse, is very frame dependent, and this leads to situations that repeat themselves over and over. Like...would a toolassisted knockdown oki setup exist in any other game for frame perfect meaties? Akuma, for example. Every knockdown leads to very similar oki setups. I don't think he's a great character, but if you guess wrong on knockdown, it's easy to get steamrolled. I don't think that's because of smart play. It's because you're constantly put into situations where it's a coinflip. One guess is as good as another.
Frame data guides all of the decisions in this game. You can almost tell what a special move will be, its utility, and it's +/- data, and I think it's because of how knockdowns work. This game feels very 3s like to me, but in SF3, you got up much quicker, so while you had the advantage as the person on offense, it wasn't the same as in this game where if you do A, and they quickrise, then this move is a perfect meaty, or if you do B, then this move, etc.