Disagree completely. You can never do a QCF/QCB move, never do a non-auto combo, and still beat high level players just using the basics. There is no other fighter I can think of where you can do this besides Divekick. Also I've seen multiple reviews comparing DBZ F's simplicity to Divekick so I'm pretty sure I'm not alone there.
I don't feel like DBZ F feels like a traditional fighter at all. When I play it I'm not seeing traditional fighter tactics but rather rock/paper/scissor flow-charts that work the same for almost every character. If someone blocks -> R1 block break combo, if someone shoots fireballs -> R2 dash homing combo -> if someone does a homing combo, down + O launch combo, etc... and that works for basically every character. Keep in mind I think this is a positive, because if I'm playing people local all they need to do is learn these half-dozen things and they can play competitively without going through training mode or learning movelists for characters. It's the definition of accessible in fighters.
As I said there is additional depth if you want it with special moves (the whopping like 2 each character has) and non-auto combos, but it's all optional. 95% of the time you can just rely on the core basics above + auto-combo to beat anyone. It's not about execution and knowing all the moves, it's about core fighting strategy and countering, aka rock/paper/scissors which is exactly what Divekick is.