I'm sure you didnt go there for the sake of keeping the discussion simple (and perhaps also because you play asta now and might have forgotten about this tidbit again), but the other way to completely avoid throw damage is to be jumping when they would connect, although that doesn't apply to asta A throw.
Also, I didn't see the comparison made so I'll tack it on here, but if you chart out what throw loses against and wins against it turns out that it is basically a short-range, fast, horizontal low which can be tech crouched. Considering the average damage throws do (assuming 50% brake rate by opponent) it's only little a high for what a move with that property should do which again is balanced out by the fact that they can be tech crouched.
So throw is just a more interesting version of the typical of low and one that requires you and the opponent to read each others patterns, adding to positive game complexity.