Super Mario Worlds mechanics are pretty similar to all the other Marios. The skid to stop timing is a bit shorter.
Check it out on my video here:
Also, momentum-less mechanics make the basic gameplay of the game less varied in terms of complex timing skills. When you don't have to plan ahead because of changes in momentum, you can essentially line up jumps and stop. But air and ground momentum generally requires forethought and adds complexity because the character moves in arcs. With Meat Boy some of the harder levels have to add lots of hazards, smarter enemies, or constricting hallways to build complex timing challenges. At the same time the more complex meat boy levels can easily be very linear. Nothing wrong with any of these things. But I'm just pointing out this is how it goes.