Stuff like that is why I do not like dizzy style stuns states in general. Dizzy combos just make it easier in my eyes to widen the gap till its nigh hopeless, or worse , make things into touch of death.
I'm on the opposite side. Stun states are great because it diversifies gameplay by creating an alternate win condition. Chasing stun while making yourself more vulnerable to reversals or letting your opponent's stun wear off so you can maintain a dominant position safely is a serious tactical decision.
In SFIV specifically, stun creates an interesting character dynamic. Dudley has a lot of issues in the neutral that require a unique set of skills in order to get initial hits compared to other characters. But because his average combo does around 400 stun he's rewarded for the extra work with the ability to end a round in 3 combos that lead into each other. Seth has high stun and a high level of options, but very poor stamina. So he's a character that relies on chaining low-risk, medium reward gambles that turn every other character into Dudley if he messes up.
If you remove the stun system from an evenly-paced game like SFIV you run the risk of somewhat marginalizing characters that don't rely on pokes and fireballs. Stun is an example of added complexity that
does add healthy strategic depth to a game. It's a universal system whose impact is understood immediately and intuitively through actual gameplay. It's a great system.