I get where you're coming from, it just isn't something I enjoy or even find decent in a game when it's like "round starts, you get hit, you're dead" with there being nothing at all you can possibly do the entire time but sit there and watch for 2 minutes. And really, when you get right down to it, Bursts are essentially in terms of how they're often used "just anime combo breakers" so I've never really seen anything wrong with them at all. I mean yeah, you have long almost insta-death combos in KOFXIII, but you usually have to spend all of your resources doing it, leaving you significantly weaker when the next character comes in. In Marvel, it feels like this sort of thing happens only taking up 1 or 2 bars of meter, which you get back through the combo itself.
Of course, I made the mistake of asking a couple of people on SRK what they'd think of the idea of UMVC3 having a Burst or a Combo Breaker mechanic and reactions were...naturally 'negative' to say the least. I like having a burst or special cancel type things or whatever, because it gives me a lot of different ways and options for using my resources and it makes it feel like, to me, there's different ways to approach every situation. And just about every fighter I've played has had some way that stops things from simply being an instant "one touch death" combo thing (barring yes, a couple of Kokonoe things, which are getting dealt with) from DOA5U, TTT2, BB, P4A, SCV, the Street Fighter IV series, to Guilty Gear, MK9, and Injustice. Even KOFXIII and CVS2 are way different about it due to pacing, the resource requirement, and the more 1v1 feel of it. I know this is way past 2 cents worth now, but just giving my thoughts
I guess the TLDR version is: I like to still be able to play after I've gotten hit.