Ok, so running up to someone then rolling back is not an approach. It's a bait. And a bad one at that since you give up space which is like...every thing Ryu is not about. Ryu IS space control. Run up spot dodge again, just a bait. If you feel you want to roll do a dash in cross up roll behind them.
With Ryu your mentality should shift from attacking their shield to force a defensive response, to establish midrange dominance with pokes and safe footsies.
You keep trying to play him like a pure smash character. He is not. He is a traditional fighting game character in a Smash game. He has elements of his own game and elements of this one.
Do not think about approaching. Think about closing space and setting up an optimal zone where you control the pace of the match. If you want some pure smash approaches then dash behind SH bair is solid. Dash shield cancel d-tilt or d-smash is good. But really you should be focused on limiting options not just ramming shields with your limbs.
Take it slow. Walk alot. ALOT. Lots of empty jumps. Ryu has strong options from empty hops. Hadouken is still a thing. Nair will shut down dash grabs. FADC can draw out responses or you can FA absorb a dash attack then net a crumple combo. If they throw something at you, then you have the option of true tatsu which when timed right can blow through any non counter type attack or trade with other invincible moves.
For that midrange game Shakunetsu and regular hadoukens are your main tools. Hadoukens are good for opponents in the air or SHing, and shakunetsu is good for opponents on the ground. Generally you want slow hadoukens for optimal space control and they will be harder to spot dodge and get around. You wanna force a block for shield damage. This is why Shakunetsu is important. They can powershield the first hit, but not the following hits. You want that shield damage. When they block a few of those they have to then start trying to get around them or they get shield poked for free. Then your neutral game really kicks in. Hasty attacks are easily punished with shoryu out of shield. Bad jump ins fall victim to strong jab. Dash grabbing can be dealt with just by rolling away and resetting your spacing or with short hop nair.
Ryu is pure control, footsies and reaction. Force your will onto the opponent and watch them destroy themselves.
Here is the only video of me so far. It's online and even though there is a little goofing off you can still see alot of the concepts at work.
https://www.youtube.com/watch?v=S4rr0_e2sko