Tekken 6 is a great game, but generally 3D fighters aren't that great. VF isn't too terrible, nor great, at the mechanics level, and the block button doesn't hurt it because it's not a 2/2.5D game that should emphasize elements that aren't solid framedata. VF still lacks compared to Tekken though. Can't quite put my finger on why.
So first, you say 3D games in general aren't great. Then Tekken is great, but VF is not. What? VF not being about frame data? What? Unless you're saying that 2D games aren't about framedata, because Guilty Gear would like to say hello. Both 3D games are super frame data heavy, but for different reasons.
In Tekken, before universal low parry (everything T3 and prior), 8 frame low jabs were a big deal since they easily stuffed so many things. Tekken is about using frame advantage to know who has advantage after blocking an attack to punish or create setups from blockstun.
VF, on the other hand, heavily uses the term "abare" (which is different in 2D fighting games) which is basically attacking from a disadvantageous state. Characters like Akira, whose moves are mostly negative on block, generally will input another move with a minimal amount frame startup in order to override an impending counter attack. This relies heavily on the opponent's frame data as to create the highest possible damage output from that particular situation.
Again, you are making generalizations, talking about system mechanics, yet not explaining why you disagree about them. It's fine if you bring it up, but at least give constructive examples that can be discussed. If you just don't like the games, that's fine, but don't pretend to go into complexities if you're not going to bother exploring them. Otherwise, you're just flamebaiting others.