If a character is really good and has exceptionally quick and damaging tools, then you'd either make them incredibly punishable or put an execution barrier, otherwise you end up with uneven roster and a boring game.
I'm familiar with the practice and I thinks its a really bad idea. If the move is really that good that it bypass the games fundamentals by a large margin then an extremely high execution barrier only delays the inevitable mastery of such a move to pull it off consistently enough to be a problem..... and to make things worse it also Alienates the crappier executionists that may want to try that character only to have a bar they can't clear.
Ofcourse you can increase the barrier so high that it can never ever ever be pulled off consistently...... without cheating. But you can obviously what the problem there is.
The thing is if you make such a move in a game then you creating an unnecessary problem that you will eventually have to fix.... why not just make it a reasonably good move in the first place and tie it to an appropriate input that doesn't make one question if they should consider a different peripheral to execute it consistently ?