So many things wrong, that you didn’t name a single one. But you used a George Costanza picture, so you can’t be all bad,. 
As has been explained a many times by now, “characters” aren’t the same thing in Gears 5, that they were in previous entries. They are no longer skins with some VO lines. They are moving closer to something from a MOBA.
Whether you like that decision or not (and not liking it is perfectly legitimate!), it means adding a new “character” now requires more work, and each character now has more “content” put into them. Thus, there are fewer of them at launch.
And how does, say, the addition of Escape, and Escape’s map making tool, factor into the “content” calculus? You might not care about the mode in the slightest, but it is significant new “content” in the game, that clearly would have taken a lot of time to create and test.
Saying “oh, there were X characters in the last game, so there should be at least X + 1 characters in the next game” is a simplistic formulation, that assumes game development is just like a snowball that accretes mass on a purely linear path. New features get added, at the expense of expanding others. Simple things get increased in complexity, at the expense of volume.
I’ll reiterate once again, that it’s perfectly legitimate to dislike that they wen’t this “hero” route with the characters - especially if you’re a purely PvP player who would have been more than happy with just having more skins. But that isn’t the same as saying it’s “less content”. How do you even quantify the “content” involved in, say, conceptualizing, creating and balancing JD’s ultimate ability? How many standard skins could have been created in that time instead?
Nor does any of this speak to the actual assertion I originally responded to, which was that they “locked away” additional finished characters on the disc, because of that leaked character select screen image from E3, and that we were therefore entitled to them at launch.