Standard throws are already breakable, which I agree with as they are 5 frames. Makes sense to have a throw that fast be breakable. Command throws being breakable, especially when used as throw punishment would significantly hurt grapplers who are already at a disadvantage. Strikers can be even more aggressive and just buffer a throw break when a grappler goes for a throw punishment. It just adds another element of randomness to a game that doesn't need more random elements and it would hit grapplers the hardest.
Neutral throws you already have the options of fuzzy guarding and striking, and getting hit in neutral while trying to throw is pretty punishing since it puts you into a counter hit stun. Just my opinion that in DoA's game design and stun system that throw breaks would just make the risk of a neutral throw completely worthless.
I get why people want throw breaks though. Resets like Hitomi, Zack and Mila's 6T can be super frustrating and I hate those throws more than anyone (and I play Hitomi lol....), but I don't think it justifies a throw break system, especially given DoA's core design would have to be completely altered. DoA has a lot of flaws, but I don't think a lack of throw breaks is one of them. My personal opinion on issues like characters with reset throws is to give frame advantage, but remove the free hits from them (Mila's k, and Zacks PP) on throws outside of hi-counter.
Instead I'd like to see it be more like how DoA4 approached them....I know, shocker. I hate DoA4, but it did do some things well imo. Hitomi in DoA4 her 6T was +10 on normal. On hi-counter throw it was I believe +15. Basically it allowed for a guaranteed 46p, which I think is reasonable. Doesn't grant a stun game, just a simple knockback to reward the low damage throw punishment.