The whole genre, in some ways, has felt like some gated community to me that’s closed for anyone not willing to pour in the hours to learn.
Anyways, to me the things that make fighting games difficult and fun are what differentiate them from beat 'em ups, which get pretty boring quickly.
I don't disagree that combos are not fun to learn, but I don't know what you could replace it with. Removing it would turns games into punch, punch back, kick, kick back without any risk or counterplay. Adding blocking/countering would have to be more complicated than just "hold block" to keep it interesting and would require memorization all your opponent's moves too. I'd say Tekken 8 already has this problem especially with King's chain grabs. So lots of games are going for auto-combos to make comboing easier instead.
I actually did play Skullgirls and Street Fighter 6 in a way without learning combos for a character. It's pretty easy with a zoner, and plenty of players hate playing against that too.
But wasn't that one of the last points?
Rhythm games are fun.
Further, I dont know when you've tried picking one up last, but any title in the last few years has plenty of concern for "accessibility" especially regarding inputs.
Most competitive spaces can be described as "some gated community to me that’s closed for anyone not willing to pour in the hours to learn".