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This is a good point I hadn't considered. The GO-style catching system was designed to encourage microtransactions, as people were incentivized to buy up berries to make the catch rates higher, and/or pokeballs as they'd quickly run out of them.
Classic pokemon catching was designed as an extension of the overall gameplay, where it was useful to have different kinds of pokemon on your team, some that afflicted status effects or had moves of lower power, in order to solve the minor combat puzzle of getting pokemon as catchable as they can be without fainting. Who knows if berries will still be in Let's Go, or how they'll be rewarded to the player, or if they intend the mechanic to just be how well you time your curveballs or whatever