you aren’t saying anything.
of course theres a ‘system design’. stamina, super meter, super, special, normal, ex, stun, parry, uoh, throw, jump, dash, etc.
that’s system design. very basic decisions about what playing the game even means. what’s the point, how do you accomplish it, how do you interact with it.
maybe what you mean is compared to some other games it is very open ended about how these elements are actually used. which i would agree with. compared to some characters in arc system works games which often have character unique meters and the like as opposed to a shared pool of options which have different values to different characters at different times.