>>724616081
Starting with full resources and making it regen on its own encourages playing like a gorilla, and in some matchups you'll struggle to punish that (eg. Marisa/Zangief vs Akuma). The second you get a hit, you can carry anyone into the corner and then stall for drive regen either with a throw loop or just by boxing your opponent in.
Character balance is dogshit and the sole reason matchups aren't too skewed is because SA3 does a truckload of damage and you can force bad situations on people who overextend/burnout.
Making stun locked behind universally Drive Gauge also means one of the levers of balance is gone.

Drive rush works like an anime game air dash, except you can easily alter your trajectory.
The result is even being midscreen feels like a scramble, because whether they do drive rush jab, drive rush medium, or drive rush special, you're not going to have a catch-all solution like in an anime game where you'd have anti-air normals that reliably stuff air dashes.

You can play characters who don't have a drive rush centered gameplan, but you're going to have to work extra hard for no advantage whatsoever. For example Viper's genuinely fun on her own, but in a match you're gonna take a stray hit from Ryu and he's going to do as much damage as you did, with absolutely zero effort on your opponent's part.

The end result is SF6 is a really frustrating and boring game to play at an intermediate level, where you'll lose to the exact same strategy every time and you feel like you're fighting the AI