The only normal that’s almost as quick as throws is Setsuki’s sA, and that doesn’t have more range then a throw.
As it stands throws are used to whiff punish a lot of the times, because going for a normal ends up being punished by the enemy throw on the slightest delay.
Also in some occasions the opponent can punish things ON HIT if he got hit in the air. The first hit for Setsuki’s B for example would make an airborne opponent invulnerable to the second one, and a throw punish is easy to do. Granted, this is more of a problem of how air interactions are handled.
Even worse, this is supposed to be a game that helps players getting to the point where they switch from button mashing to playing with thought as quickly as possible. As it stands though, I see people mashing throw on block a lot as the smallest input delay ends up being punished. This also makes stagger pressure borderline impossible. Honestly, and I say this as someone that really likes the game, this is just terrible design.
I like that throws have barely any recovery because they are supposed to be punished with Yomi Counters, but their startup is just absurd.
Finally, normals do more damage in certain occasions, not all of them. They are balanced that way. Throws are the same across the board, start up wise at least.
ps: back throws that have more range than forward ones makes little sense too when inputs on block aren’t counted.