Interesting notion. So you arent a proponent for turn-based movement because it feels artificial and can result in too high of an emphasis on moving on your turn in place of other strategic decisions? Is that correct?
While I won't contest the artificiality of turn-based movement, I also will note that my goal for the vibe system was not simulation. Instead I design around approximation. What mechanic can thematically represent the action needed while accomplishing the task quickly and easily. This methodology is used with the intent of creating a mechanical feel that is appropriate without building on the cognitive load asked of the player for the sake of immersive accuracy.
I am curious to hear you clarification on your concerns as I am having difficulty seeing the distinction you're making between movement in 2D fighters. For me half of the strategic decisions I see made in a 2D fighter match is moving into the appropriate position to make your desired attack or drawing your opponent into range to punish them with a desired attack. As for characters of varying speeds I don't see how this differs from the standard slow grappler vs speedy zoner concern. Part of the challenge for the grappler vs a zoner is to figure out how to get up close, while the zoner wants to keep their distance so they dont get pummeled.
I'd like to understand the difference you're seeing. Please do expand on your comments.