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Toriel made him promise not to hurt any Humans if they came through the door. Despite hating the idea of making a promise, Sans accepted it and stayed true to his word the best he could.
The Genocide Route forces his hand at the very end when he sees there is no "Good" left in the Character. They have to be stopped, promise or not.
Does it make him Evil? Not really, although it can be said that keeping that promise rather than ending the rampage of a complete psychopath shows that he lacked the willpower to break his promise for the "Greater Good".
Also #1 True Genocide Has Unique Dialogue, Like All Of It, So I'd Recommend Not Skipping And Talking To Available Characters (Don't Worry ;), Its Not Bad).
Also #2 After Killing Enough In The Ruins, It'll Say 'Determined' When Activating A Save Point, And All Save Points Onwards Will Tell You The Kill Quota And Say 'Determined' After You've Finished. But If You Don't And Only Kill The Main Cast, Sans Will Just Tell You To Burn In Hell. (Remember, Quantity Over Quality, It Only Wants Numbers)
Also #3 You Have To Kill Quite A Bit, So I'd Also Recommend Being Prepared To Grind
To add to this, it's worth bearing in mind the importance of "karmic retribution" during the fight: the vast majority of damage done to you comes from this. The longer you continue genocide - the more you sin - the stronger the bad karma brewing for you. I would imagine that Sans has a greater chance of defeating you - even if your HP starts at 92 - if the KR is more damaging; so he waits until the last possible moment to fight you.
You might start with more HP, but he'll be able to deplete it more rapidly, and most of your healing items will have a proportionally smaller effect (only the Instant Noodles and Butterscotch-Cinnamon Pie tend to refill a 92-HP bar, whereas many early healing items can give you back the best part of 32 HP) - especially if you already consumed the Pie during the Undyne fight.
Not to mention that being the world's last tangible hope would probably give most people a second wind (there are others to fall back on if he fails near the beginning, but no-one else left to stop you by end).
I consider his choice of leaving fighting you so late to be precisely for the Greater Good. Undyne fights you earlier on, in the hope of salvaging something for the current timeline - a noble effort, but with a relatively small-scale incentive. Sans, on the other hand - equipped with his knowledge of the existence of multiple timelines, and sensing danger to them all - is willing to sacrifice much of the current timeline in order to bolster his chances of protecting the rest. Remember that, should he fail, the possibility of happiness will be eradicated in every subsequent timeline (see the Soulless Pacifist Ending); so he can't afford to increase that risk solely for a shot at some salvation in a single timeline.
Moreover, he wants this threat to be removed permanently. Contrast his conduct with Undyne's: she remains silent for the entire fight, maintaining the utmost focus upon striking you down to protect everyone who's still alive in the current timeline; he spends the whole time making jibes at your expense, and giving his all to make you repent. Undyne is unaware that you can reload as soon as she kills you; hence, if you can remain determined for as long as it takes to finally defeat her, then her efforts will ultimately be futile.
Sans appears to realise that taking a similar approach will most likely lead to an identical outcome; so he must try to stop you in a different way. You will eventually defeat him if you try infinitely-many times, so his main aim is to buy enough time by fighting you to convince you to stop for good - reminding you of your good times together in a parallel pacifist timeline, while simultaneously slamming your choices this time around. There's much more to try to get you to repent about by the end than there was near the start; and, if you're doing it all for curiosity's sake, then there's relatively little left to see by this point, so you might have less incentive to persevere against him the later he fights you.
If he can cause your desire to finish a genocide run to waver, then this will have a longer-lasting effect: you're unlikely to try again if you've decided that you never *want* to go through with it; rather than still wanting to, but being physically *unable* to get past him. As such, an approach which plays on your feelings ought to be more beneficial in the long-term, and perhaps even eliminate the danger to the Multiverse forever.
That's my take, anyway. It would explain why he has no need to fight you in any route other than genocide - even the worst possible neutral route - as his biggest concern is the safety of all timelines, which is not at risk in such scenarios.
I agree with pretty much your entire Post, especially this part about Karmic Retribution. It does really show off a practical reason why Sans would hold off on fighting the Player until they feel as though there is really no hope left for them.