The existence of bursts in fighting games makes combos not just auto-pilot execution but also forces you to read your opponent while you combo them, and maybe cut your combo in the middle of it to try to bait their burst. They also give you more combo decisions to make- Should you go for the big combo and risk the burst mindgame or go for the less damaging but unburstable combo? Overall, much like tech traps and the damage/oki dilemma, bursts add another level of depth to games with big combos.
So it makes more sense when you look at DOA’s holds as “bursts” that are unlimited, but each kind of burst only deals with specific attacks, and loses badly to the rest. This sounds like a unique feature which I would be interested in if done right.