Yes and no. Dashing gives you a larger time window to avoid incoming shots than if you had to reverse strafing directions. But to compensate for it, more enemies at once will throw projectiles at you (where Doom 2016 had that token system that limited how many enemies could attack you at once, but in Eternal that seems less of a problem), and most projectiles in general are faster and have more leading applied to them. Especially fodder enemies will keep pelting you, but as fodder enemies deal less damage in Eternal than in 2016 they don't become an uneven threat (unlike Imps in 2016 who were the most threatening enemies in Nightmare with their 45DMG fireballs). Another thing to consider is that more enemies fire projectiles in bursts. The Arachnotron will fire projectiles in a sweeping pattern, where the first shots underlead to catch you if you try to immediately reverse directions, but the last shots will overlead to catch you if you keep dashing in one direction. So the Gargoyle, Soldiers, Cacodemon, (Cyber-)Mancubus, Carcass, Whiplash, Tyrant and Doom Hunter all possess attacks like these where their burst lasts long enough so that if you dash too quickly (or not at all), it will be on cooldown when you need it the most. Dashing makes it easier to deal against single projectiles because you can usually dash left/right and avoid it just fine (which is why Eternal throws greater volumes of them at you), but dashing against projectile bursts is like having to deal with melee tracking in Dark Souls; you need to time that shit. In fact, charging Pinkies in Eternal will track you if you dash too early.Dash does trivialize evasion. Enemies are designed to lead you with projectiles based on a simple player velocity * player distance / projectile velocity manner.
In Doom 2016 this means you need to have situational awareness of each enemy attacking you and stop moving in a direct line once they've locked on (the lock on happened before the attack animation finished so you'd have a decent window to react to it if you watched the enemy). This is because with constant velocity every enemy attack was essentially an automatic hit, and holding a direction with WASD is a constant velocity. You figure this out very quickly in the first encounters with imps and get slaughtered endlessly if you don't.
In DoomE the fact that Dash rapidly changes your velocity means that you automatically evade ~95% of ranged attacks so long as you are circle-dodging, with enemies consistently overleading or underleading. This greatly lowers the skill and attention required to avoid damage, and the small amount of damage you do take based on pure chance of your average velocity equaling your momentary velocity at the time the enemy locked on is easily recouped with the flamer or super shotgun.
Another reason why I believe dashing is a net positive is because it makes dealing with enemy melee attacks consistent. The problem with melee attacks in FPS is that as long as you move faster than the enemy, you can always avoid their melee attacks by simply backpedaling or circlestrafing. So it's up to the level design to restrict the space you can backpedal in. Only this won't work in Eternal's open circular arenas especially now that you have a grappling hook to move about even faster, so a different approach is required. Dealing with Hell Knights and Barons in 2016 had this problem where sometimes they would do their leaping ground pound attack at a position that you can't realistically move away from fast enough with your movement speed, meaning taking damage was inevitable. As increasing the movement speed only enables more backpedaling, having a "normal" speed but being able to immediately dash across large distances allows dealing with inevitable melee attacks to be a matter of timing your dash. Which is especially useful against enemies like the Dread Knight whose ground pound has a massive AoE.
Besides, being able to regularly dash mid-air gives you more traversal options in arenas and allows for more cool mid-air tricks.