IMO those break the game and I wish the Tetris Company wouldn't keep insisting on their inclusion!
Part of the fun of Tetris is, sometimes you have pieces that just don't go well anywhere, or which you just couldn't maneuver in time, and you have to find a way to recover from those errors.
Multiplayer Tetris is a very different game. Speed is paramount regardless of how quickly pieces fall, and players need to deal with garbage blocks. Thus, it makes sense for players to have more options and maneuverability.
However, when you put these mechanics into traditional singleplayer marathon mode, they become a problem.
I've only ever played the GameBoy Tetris game, both on the original Game Kart and on 3DS Virtual Console, and it only has spin and drop buttons.
"EasySpin" is also known as "Infinity" depending on who you talk to. Basically, as long as you continue to move and/or turn a piece when it hits the bottom, it won't actually lock in place. This is very easy to abuse.
Neither of these so-called features is in the Gameboy version, so you wouldn't know about them. :) However, they're in basically ever modern Tetris game.
Is it largely the same as NES Tetris?
Huh, well maybe I’m using the wrong term then. But whatever locking system was on e.g. Tetris Effect was totally abusable and stupid.
Pieces should lock when they hit the bottom, period, at least in single player. Like they do in NES Tetris.
I would guess that the simplicity of the interface and rules.