Usually a buggy feature that has been present since KF1 and wasn't fixed up until now. Is a really bad idea, everyone was using it, playing with it. A little too late, while cheesy it also broke zerker gameplay flow entirely.
Being unable to cancel attack and block incoming attack just made this perk even more unfun to play.
A long used bug = made as a core feature by players = too late to remove it
Also about EDARs, make a new Robo-Zed faction and put them there. Let the games randomly choose to spawn either zeds or robo-zeds or swap them during waves. EDARs feel cheap, not fun to play against in both visual and gameplay style. We got 3 new robo zeds reussing same assets, thats lazy and unspiring.
Instead of adding more reused assets like king fleshpound, fat guy boss, micro fleshpounds, edars , rioters make completely new zeds like Twin blade Gorefast ( which is absolutely amazing and fits ). Add to each existing ZED new attack patterns, wasn't it how game was advertised? Game difficulty would scale not with HP increase or dmg but with ZEDs getting new abillities and we are still missing new ZED abillities from HoE. They got nothing. Imagine Husk getting a fire-spit abillity that would shoot flaming fireball setting on fire ground under you or block your path with hot-flames. That adds some potential new gameplay tactics and threats.
I would love more variety in zeds like gorefast that would behave like twitcher from deadspace, or crawlers using walls/ceilings, or ZED with chaingun instead.