Someone else will likely paint a more comprehensive picture for you, Doug, but the short version is that every single high level match of DoA4 was a rush to stun, reset the stun, try a different stun, and OH MAN I'M GONNA MIX IT UP BY NOT STUNNING AND GRABBING INSTEAD! That was DoA4. It was pitiful. When it's stated that simply you could argue that every fighting game should be about pressing advantage but it goes a lot deeper than that.
EDIT: Since nobody else has chimed in yet, I'll elaborate just a little bit more on what I said. In short, in DoA4, the chances were significantly higher to get a critical hit and/or stun someone than not. You'd effectively have to fight with only single jabs to try avoiding stuns and even THOSE can stun in the right circumstances. Because of that, nearly every other major component to the fighting engine, from crushes to different hold types, was rendered moot, save for the All Powerful Counter Hold.