Catching Pokemon and wild battles go off of the mechanic of "risk and reward". There's nothing actually stopping you from just throwing a Pokeball at a wild Pokemon right off the bat, you're risking a high chance of failure but are being rewarded with a quick capture. You can mitigate this with weakening the Pokemon, but now you're risking killing it on accident, with a greater chance of reward by getting it with only one or two throws.
This formula is fun at it's core because it allows the player to tackle a small challenge however they want, it allows someone like
>>35782595 to play how he wants, and someone like
>>35781799 to go all out with status moves like Spore and False Swipe. This creates depth.
A standout memory to me was hunting Latios way back in Ruby version, I didn't know about Shadow Tag so I just kept hurting it little by little until I finally caught it on Route 117. I risked killing it by getting it down to red HP, but was rewarded by catching it in that tiny 1 turn window. It felt great and I still remember it after over 10 years.
LGPE removes all of this, there's no risk, just throwing. You can use a Berry to up the chances and that's it. You're not getting that sweet catharsis for rolling a critical capture on a difficult mon. You're not getting the consistent satisfaction of raising a Parasect with Spore and False Swipe and catching near everything with ease. You're not going to have a single memorable capture because there's no nuance to the "gameplay" of hurling balls to something over and over till it gets caught. It took the worst part about catching a Legendary from the main game and made it the only way to play.
This shit fucking sucks.