There are pros that are worried that the game lacks depth. I kind of see their point; neither Infiltration or PR Balrog will hesitate to voice their concerns, but neither were 100% on how to put their thumb on exactly what it is. Valvemaster came closer, mentioning things like unblockables. I think part of it is that this game is super-designed to be competitive, by competitive players, so that every nuance of the game is accounted for ahead of time. SF4, meanwhile, had a ton of mechanics that weren’t readily apparently, just a consequence of the game engine. Unblockables, OSes, crouch-teching, FADC combos and pressure. Well I don’t like any of these tactics, indeed SF4 was kind of a derpy game with poor design all over the place. But I can see how learning and using these mechanics, on top of a footsie-heavy fighting system, made the game really engrossing to a lot of people. The game definitely gave me a lot of to chew on years. Even if at the end of the day it was just footsies into knockdown into oki. And sometimes there weren’t even footsies.
SFV is designed from the ground up to not have any of these “hidden mechanics” that were honestly toxic to the last game. It has no goofy game engine to exploit; what you see is what you get. If the game is going to have depth, it’s going to be the footsies, matchups and character-specific nuances. Even if players found a glitch on the level of CvS2 roll-cancels or something that gave everything a whole new meaning, it’d almost certainly be patched out by the end of the Season.