I agree with this. Look at lost souls from the previous versions and compare them to the ones we have now, it's quite the same.
The first 0.9.9.7 game I played (on HNTR), I discovered the new lost soul's AI and tought "Man ! they are ridiculous now... fun, but so easy to dodge... they are just useless"
After a few games, I understood that dodging lost souls is, indeed, easy... as long as you focus on it.
If your main goal is to survive, you often have better things to do than dodging a stupid lost soul. Sometimes, you'll have to run straight for a cover, sometimes you'll need to stay in melee with some commando or mancubus... and if lost souls charge you, you'll just ignore it because there is more important threats.
Cornershooting is curently rather balanced, but is too easy and repetitive. It quickly becomes boring. Having a (very doomish !) way to play differently would be really great.
The only "drawback" I can see is that it probably should be paired with a loss of efficiency of cornershooting (the non 100% protection), resulting in nearly impossible damageless runs.
But finally, while a good player should be able to run through the game easily, I'm not sure it's normal to have the possibility to play the entire game damageless (especially on N!)
Forcing the player to switch between covers and dodging could be a great gameplay improvement, and would need much more tactics that the current game does. (hide, wait for a monster, kill it, repeat)
Note that if projectiles aren't instant anymore, you'll still be able to move from your cover when some monster attacks you. Formers will still break your damageless streak, of course... but are really great players supposed to play fully damageless ?
In the original doom, it wasn't really possible either, because of the same formers (which were probably the most dangerous enemies on higher difficulties... except for commandos :o))
It's all about balancing the speeds of enemy's attack animations, their projectiles, and the player's movements.