Read through the Forbes preview and watched the IGN video. There is no game series that I have less confidence in the commitment and direction of the development team than WWE 2K series. I don't think it's a developer incompetence issue at all, I think it's a lack of (or improper) direction from the heads of the development teams that don't actually know what will make wrestling games popular again.
The features that they're spending development resources on, like restricting ladder placement to just 3 spots (one in the center of the ring, one in the corner, one on the apron/scaffold) can't seem motivated by anybody asking for it. It seems like they got a bug request from someone saying, like "It's too hard to place the ladder under the belt precisely," (which it is), and then their solution was to totally rebuild ladder placement and make it a fixed element in the ring that you can't control. That is not the right fix. You shouldn't take away the organic features of a game to solve a problem that really isn't that big of a problem.
And, hypothetically, let's say that ladder placement is improved. They counter-balance that by making what looks to be a very convoluted and difficult marble-madness minigame popup when you try to take the belt/briefcase off, which sort of resembles the submission system from WWE 2K16, but also resembles a dumbed down Marble Blast Ultra or Marble Madness, or something. Any gains they made in playability from the "ladder snap" feature are instantly lost by introducing a convoluted, nonsensical marble minigame for taking down the belt. Other gameplay mechanics like pushing the ladder over also seem to have a minigame around them, based on filling up a circle and when the circle is filled up, the ladder gets pushed over.
Listen, Yukes, you're saying in interviews that you're focused on making this game more of a simulation, which I disagree with anyway but if that's your mission, then so be it. But, making something a wrestling simulation does not mean introducing convoluted, abstract minigames to achieve simple goals. That's not a simulation. Removing the player from the action in the ring so that they focus on a small infographic at the top of the screen, and rotate a joystick in various directions, hoping to find the sweet spot that a marble has in a fixed track is not simulating wrestling.
Even beyond that point where abstracting the gameplay out to a series of minigames is not a simulation of wrestling, I have to ask the broader point about what they're trying to simulate. If you're trying to simulate professional wrestling, then simulate professional wrestling. But, I think the team is conflicted: While building a "simulator" they're unsure of whether they're trying to simulate fighting, MMA, or some amalgamation of these things inside of a wrestling ring. Professional wrestling is a work, if you want to make a wrestling simulator, then make it a work. If you don't want to control the action for the player (e.g., a work), then abandon this idea of making a "simulator" or a simulation, and focus on what made older wrestling games great: Simple, easy to grasp gameplay systems that did not distract you from the action in the game, and the challenge of the game was introduced by making more complex strategy elements. That's what made wrestling games great 15 years ago, is that everybody could understand the simple gameplay systems, they didn't abstract or distract you from the game play, and the complexity was introduced by strategy, not gameplay mechanics.