tldr: your issue may be the system changes rather than rog himself who is still pretty different from his sf4 incarnation
Its hard, IMO he’s not the same and his tools are different. In comparison to his sf4 incarnation, sfv boxer has more offense, more weaknesses (no wakeup, no invincible reversals other than CA, no 1st frame armor reversal, 50/50 anti-airs etc). I think sf5 balrog is best summed up by, “SF5 Boxer’s mixup is no action”. Most of Balrog’s mixup puts in him an unfavorable position on block (i.e. you can’t capitalize on it). His normals are really stubby and as a result the normals you want to do sf4 stuff with don’t work as well or are incredibly unsafe (e.g. st.mk).
Dash punch/TAP xx KBB > is much better at getting around fireball than TAP on its own. TAP puts you in a reverse mixup: You force yourself to have to make a decision between blocking, teching the throw, jumping or doing CA. Alternatively, KBB > P puts you at -4, safe at range and less mix-up. cancelling into KBB with no follow-up is dangerous because you’re in CH state. So be careful.
(Like everyone else) his v-trigger puts you in a position to take control of the match, which is to bait them into giving you an opportunity to punish. IMO that’s ALWAYS your goal. Its a bit easier to open up your opponent in sfv, but his low confirms are worse (IMO) than in sf4. When you’re in v-trigger, you can cancel into f+K, which is -2 with decent pushback (safe on block). You can almost literally mash dash low xx f+k over and over again until you get a confirm into f+k xx kbb > P, ex.dash xx f+ex.K xx f+ex.K which does about 35% at worst if you can land it. I think a really good frametrap after KBB > P is cr.lp (delay) cr.lp (CH), cr.mp xx lk.dash low xx f+k xx KBB > P, ex.dash etc. It’ll beat 3f normals.
The way you open up your opponents is by going for throw in +2f situations or -2 situations, without throw they can just block low. There’s no crouch-teching and throw is 5f, so the meta game changes a whole lot. Throw being 5f means it’ll generally trade with the opponents fastest normal (4f at the slowest). So you commit to throw whenever you use it. The OH is relatively useless, anytime you put it out there its going to STOP your offense, the only time you should do it is from neutral when you can cancel it into v-trigger for an additional frametrap/mixup (i.e. OH xx FADC).
With the target combos, don’t mash them, they’re al negative on block. st.lk xx st.mk should be your go-to 3f punish, you can st.lk xx st.mk xx v-trigger etc or st.lk xx st.mk xx st.hk, fwd.dash, cr.hp for a CH setup on quickrise. st.mk xx st.mp is only good as a punish, it’s negative on block even if you cancel into KBB, st.mk xx st.mp xx KBB > K walk forward st.mk is a CH setup on quick rise that’s really nice as well. You should only use the target combos as a punish or to put yourself in a situation to capitalize. you can confirm into the target combos with CH st.mk or CH cr.mp or CH st.lk or even CH KBB > P (+4).