Just curious, did you play Injustice 2?
It seems like a lot of players frustrated with having to do this in MK have not experienced that making their games a time sink like this is kind of their thing now. Running AIs was pretty much a necessity in that game. Not that that was fun or good, but just sayin.
I'm guessing a lot of MK's audience skip the Injustice series.
IJ2 had a grind that at least felt like it was "rewarding" you for participating, never mind the tedium of deleting full inventories and frustration of not getting specific character gear and special moves. I would say that out of the gate, they were also able to satisfy many players' cosmetic desires since it rained gear and there were plentiful color shaders to make your hero look cool to you.
The rare stuff you couldn't get without RNG gods blessing you was part of the chase/time sink, but to many, didn't make the game "feel" unfun--though whether grind is fun or acceptable is another matter entirely.
This is speculation on my part, but this approach probably did not net them as much in-game currency sales/recurrent spending as their shareholders would have liked.
In comparison, MK11 has a very punishing grind that brings to light the various mobile game design practices NRS have been using to engage the player in their games. In short, everything outside of the core fighting experience has been meticulously designed to keep players in the game as well as direct them to do
something that will ultimately lead a percentage of players/whales to spend real money.
The high difficulty tower modifiers are very intentional and not a bug. That's why Skip Fight tokens exist in a fighting game. As soon as they can turn on the store's ability to buy Skip Fight tokens, the more they can sell those $5.00 - $39.99 bundles of Time Krystals.
Next week's patch will be interesting for sure.