What they could do is apply some fixes they already have all around. Let me explain.
If you throw 2 spin attacks back to back you get a stamina penalty, also if you throw the same strikes back to back you don't get combo multiply, and it honestly seems like the more success you find with 1 strike, the less it effects the opponent beyond a slight damage adjustment.
Make it so if you throw any 2 strikes back to back, there is increased stamina penalty, no reason this should only apply to spinning attacks just because that was the main moan to begin with, people shouldn't be able to abuse one technique over another, and you don't want to encourage players to spam/abuse specific techniques whether its a jab, straight, or spinning heel kick to the head.
Also, the combo multiply applies when you mix it up. So make it so it ends the moment you repeat a step. Example, he 1-2 will combo, but 1-2-1 won't, 1-2-1-2 won't, and on top of it, if you add in repeat combos drain stamina the same way repeat strikes do, then you're draining stamina for less effective strikes which deters players from abusing 1-2 combos.
This still doesn't address animations of stuns and wobbles. One fix I'd personally like to see is that stuns/wobbles happen less frequently and more randomly even with perks that increase % chance. This way you're less likely to see exploits of specific combo's where the first strike stuns/wobbles/interrupts, and the second is 100% to land.
This will make it less likely to see consistent success with repeat combos. Force players to mix it up better and become more skilled and less prone to cheese. I've had fights where lead leg kick stuns enough to be followed with a lv 4 spin kick to the head and if I fail to parry the lead leg kick which is pretty quick, and with the new parry fail can get you in even more trouble, then I'm defensless against a lv 4 head kick I see coming a mile away.
Combo multiply should only apply to unique strikes/combos, meaning its a one time use. If you throw a 1-2, then a 1-2 head kick, it doesn't combo. You've already used your 1-2 combo multiply. And TBH its debatable whether it should be in the game at all. Combo's do lead to T/KO's in real fights, rocks/stuns, KD's, but in a game you have to find balance as well when it comes to stuff like 1-2 spamming.
Hitting X, Y, X, Y repeatedly while randomly flashing LT isn't skill and anyone can do it. There has to be reasonable, logical defense / counters. Not just running/dashing away as someone suggested. Sure it works to run away and look to counter, but it barely effects their stamina as is, I lose more stamina throwing a few well timed head kicks that land than they do spamming 40 1-2's that miss.
It doesn't always work, you can parry as well, but that doesn't always work, they can often spam through either, even with low or 0 stamina, and it barely takes any stamina as is to spam, look at that vid, 14 strikes and had over 50%, but 2 spin kicks drain 100%? That's absurd, there needs to be balance.
I think they acted with haste when they decided to patch the spin attacks, and add interrupts, and didn't think about how it effects the overall striking in favor of looking at what they were trying to fix alone. They need to keep in mind complete gameplay at all times and not just fix effects, but look to fix the root source(s) of the problem(s).