For the most part nothing is like it will be in the game's intended format because none of the stats are implemented.
The game won't really have a struggle mechanic like the one in the game now.
That said, I think almost all struggle mechanics based on mashing, quicktime events, rhythm, are all equally pointless.
It's sort of like how some of the best H RPGs are ones with almost no combat. If you aren't going to put in something meaningful, at least put in something that isn't slow and tedious, or adding challange out of the player's hands. Otherwise people will just cheat or use saves. The gameplay has to add to the H in such a way that playing is more fun "and" a better way of experiencing the H than cheating or saves.
I have the same mentality about struggle systems. To me, an actual struggle system should be tactile, based on visual character animation, or based on thematic stats that have more than one desirable outcome other than sex/no-sex. Because I can't do anything meaningful yet, I prefer to at least make it simple and easy, and mashing is at least slightly tactile, whereas quicktime events are not. At this stage people only care about H, and so it's better to just give players the choice in a slightly thematic way.