There is a school of thought that everything in every fighting game is a guess, but when you create big damage situations you theoretically give a lower level player a higher opportunity to win because he has to guess fewer times to do so. And on the flip side, if you create a situation like we have in DOA 4 where nothing is guaranteed, you force people to guess more often but in so doing also force them to keep track of every minor deviation from a persons pattern, which allows the "true" higher level player more opportunities to capitalize on how well he's been keeping track of his opponents bad habits.
I can't argue that this is completely wrong, but it was executed horrendously in 4. Furthermore the game becomes so convoluted that it literally isn't any fun to play for the average competitive player. It's like a giant game of Flash Cards.
At the same time we have our school of thought which says "fuck guessing" and focused more on spacing and reaction based rewards. Less emphasis on Yomi, more on the characters, the attacks, the stage, the game itself. The big damage for one critical mistake school works far better under this kind of game.
In the highest levels of VF (to which the US is not really privy) there is a shit ton of guessing, so the Japanese players are forced into the yomi school of thought. It's not really impossible to see where they are coming from with their preferences to mutate DOA into something similar to VF in that they can micro-manage themselves and not have to deal with the stress of guessing wrong just once and losing everything.
That doesn't mean the rest of the world has to like it, though.
edit:
It's also worth mentioning that people who support the pro-guessing format for DOA also tend to be genuinely horrible at every fighting game they touch. Not a blind insult, but a frighteningly accurate stereotype.
Just thought I'd put that in there.