A lot of these same arguments also get used for the wide array of garbage that’s currently floating about the market. Anything and everything goes, regardless of direction, doesn’t lead to better things.
Though that said, I’m not typically one for wide statements anymore. Statements specific to a design or aesthetic perhaps, but for those to mature it has to know where the boundaries are, it has to build a language and know how to speak it.
It is perhaps why From is so frequently at odds with itself. It has so many working designs and yet it violates those conventions on such a regular basis, as if they themselves do not understand the purpose of their own designs. Perhaps the purpose is reinvention on a continual basis, but violating design without purpose just leads to inaccessibility as a result of decisions that are perfectly controllable.
I see in Sekiro a design which wants to control the flow but also feels itself too overbearing in some aspects, and so half-heartedly pulls itself in another direction. The grindable skill tree, the eventually purchasable attack power. These decisions seem like they should have been made much more exacting and causal, just as the rest of the game is (Prayer Beads, Prosthetics, Healing Gourds, etc.), but instead are left to how much time and frustration the player is willing to endure. Purchasable Spirit Emblems, reusable buffs but also non-reusable buffs. Items spread everywhere that are almost all entirely useless and most all eventually purchasable. Always this weird mash of ideas, always so much paint at the wall. I guess each person will just find that particular wall better or less-suited to them.