I'll argue the reason Bayonetta's enemies are more aggresive is simply due to her dodges possessing a high amount of iframes and how powerful her long range capabilities are. In non-stop climax combat revolves mostly about using dodge offset to hurry up Wicked weaves, as regular attacks lack both damage and stun power, while charge attack modifiers allow to damage the enemy at a distance. These factors, coupled with a powerful and spamable dodge allows for the more aggressive enemy design.
Another elements is that Bayonetta's combat system is simpler (which doesn`t mean it is worse, mind you). Dial-up combos, just 2 set of weapons and accessories at a time and a small pool of command actions allows the player to react faster thanks to a small pool of well defined moves, which again allows for faster enemies. DMC 5 in contrast is quite complex, with more varied weapons, a lot of attacks with numerous properties and more resources to manage.
For the most part your tools are designed to stay close and personal and defending your position (parries with weapons, attacks with iframe and/or hyperarmor, Devil Trigger's hyper armor/iframes, Royal Guard, etc), in contrast to Bayo which relies more in dodge offset, and while her parry is quite powerful, you cannot relay too much on it as it distrupt you combos. DMC combat requires more commintment, as you cannot cancel your moves so easily and defending your position requires more mastery, so enemies are designed accordingly.
Finally, while I agree that Bayonetta's lock on system and camera are the best on the genre, I'm surprised of the complaints about DMC 5's lock on, which in my experience works quite well. In fact, for the most part is better to play locking off and on as required in both games, which allows a higher deegre of control, and also making use of the "soft" lock-on more, similar to how you play Ninja Gaiden.