I honestly don't mind it buffing Enpi, tbh. I like that mechanism, because it allows you to intelligently use your disengage to mitigate what would otherwise just be dead rotational time from being out of melee range. It rewards you for playing intelligently. What I don't want is for Enpi to have a use case outside of "being in melee is currently bad for my health". Reaper has a similar mechanism with their teleport. Their ranged attack, Harpe, has a 1.3s cast normally, but is made into an instacast when they use their teleport. It still doesn't make it worth using in their normal single-target rotation, but if they need to leave melee range to dodge something, it gives them a sequence somewhat similar to Yaten -> Enpi -> Gyoten, by teleporting out, using Harpe, and then using Regress to port back to their starting point (presumably in melee range). I enjoy this type of setup on melee classes, because it doesn't feel quite as bad as simply slinging your low-damage ranged ability when you're forced out of melee range, and it specifically rewards you for intelligently using your mobility buttons in those situations.
Personally, I'd like it even better if Gyoten had both its damage and Kenki cost removed, and was turned into a charge-metered ability instead (with something like a 20s CD), so the entire sequence of Yaten -> Enpi -> Gyoten was Kenki neutral. Then tune the damage of Enpi so it's a definitive DPS loss during the normal rotation, but is worth using if you'd otherwise waste more than some fraction of a GCD (say a third to half of a GCD). That avoids it becoming rotational, or even really being used just to align GCDs. There should be some other melee GCD ability, unconnected to our combo sequence or Kenki gauge, that's close to but not quite DPS neutral (small potency loss versus the average GCD in the combo sequence, to avoid it being generally used, but so it's not really much of a loss to use it in place of the combo sequence for the purposes of GCD alignment), specifically for that purpose.