I said it seems to be. You also have more tools at your disposal this time around: stealth, sleep arrows, horse and mounted combat, summons that actually distract your enemies acting as tanks, crafting, killing a group of enemies restores 1 flask of crimson tears or so etc.
Stealth was already present as far back as Dark Souls 1, if in a more rudimentary fashion - if you were walking and the enemy had his back turned you could sneak up to him and perform a backstab. How overpowered stealth will be in ER really depends on the ability of the enemy to detect you and raise the alarm. That being said I do view the sleeping arrows as far too OP and it's obvious they need to be nerfed so you can't just one-shoot a giant and put him out of commission.
I'm hoping the game will feature common mounted enemies with ranged attacks. It's already somewhat balanced for melee with how long it takes the player to get back up if knocked off his horse.
I've watched a few videos of people playing and how useful summons are really depends on the situation. The main boss of the demo has no problems dispatching mob summons, or melee and ranged ones either, and plenty of the dungeons bosses that have AOE attacks deal with mobs easily. And to be fair, Dark Souls also had potent summons that could turn difficult fights into a cakewalk (Beatrice and Iron Tarkus come to mind).
I like crafting, since it beats having to trudge back to a merchant every time you need to stock up on consumables and allows the player to create the kind of items he requires for any given environment/situation. Also, what I found interesting is that the game is now placing a much greater emphasis on rechargeable items - like your flasks, and it seems even bombs are rechargeable (you collect/buy pots, and how many pots you have determines how many bombs you can recharge whenever resting).
As for the flask refilling, and don't quote me on this, but I got the impression is that it only happens when you complete specific encounters (like the enemy camp guarding the carriage or the carriage being pulled by giants), and it's not something that happens every time you end combat, and doesn't seem to happen at all in legacy dungeons. It's really there to keep the game moving at a reasonable place and remove the hassle of having to go back to a bonfire after every encounter.