My general feeling on this Ryu is that they wanted to build a classic zoning character in a game engine that is nearly antagonistic to zoning. In doing so, they are creating a character that doesn’t make sense in the system.
Ryu is almost by definition a linear character. He has one game plan, throw fireballs and punish you for doing something. If you take the safest route of blocking, you lose by being chipped out. However, in this game, zoning is almost not a thing unless you’re Guile.
If you are going to remove his zoning aspect, then you need to give him better tools to fight in the neutral or give him some serious pressure options. Nearly all the characters without a FB in this game have far superior pressure options to make up for it.
Without a command throw, he has to take high risks to open up turtles with Shimmes which can backfire in a game that rewards mashing. Without his DP, he can’t stuff overly aggressive people. Normal throws really aren’t that rewarding in this game when you consider the risk / reward profile.
I think the problem for this iteration of SF and Ryu is that they said, “we want to tone down zoning,” which is cool, but they didn’t fully think through about how you actually make a full 2D fighting game character when you tone down what was the core essence of the design of the game and the character.
Sorry for the long dribble.