Honestly I feel like with DS3 and Elden Ring, lots of enemies that are supposed to be different just sort of feel the same. Earlier in the thread somebody couldn't tell the difference between grafted enemies and revenants. Demihumans and beastmen feel pretty much the same (or might be entirely the same,) all the various types of knights and soldiers feel basically the same, all the zombies/blobs/tanky slow moving enemies feel the same, the assassins/notirythyll knights feel the same. And even beyond that every enemy and boss has the same tactic, avoid it's combos, hit once or twice during the opening, learn the pattern.
Compare this to DS1. Learning the pattern and avoiding/blocking attacks was still part of the formula, but many bosses were designed to be unique still. Capra demon and Nito were both ambush boss fights, but one of them encouraged quickly rolling away and picking off the adds while the other one encouraged staying still and avoiding the adds. O&S and the Gargoyles were both duo bossfights but one of them revolved around kiting to separate the enemies while the other one encouraged aggression to finish one off and reduce the fight to a single enemy. Four kings was a dps race with an arena that removed all depth perception. DS1 had it's fair share of garbage bosses but they put a lot of effort into making them unique and encouraging you to approach them in specific ways that just doesn't happen anymore. None of these are gimmick bosses, they just use the core mechanics of the games in interesting ways.
Same with the enemies in DS1, not because of their design but because of their implementation in the level. I'll never forget that moment in undead parish when you have to figure out how to deal with the aggressive armoured boar, several archers, and several infantrymen. Or the lightning casting lizardman on a bridge with several swinging axes in between us in Sens. It was a puzzle all on it's own, those enemies were massively elevated by the way they were implemented in the level. This just doesn't really exist in Elden Ring other than "bait a ranged enemy around a corner, or omg there's an imp on the wall waiting to jump at me!" After a few hours the enemy placement is already out of tricks. And while the levels themselves are awesome the enemy placement stays boring throughout the game. Again DS1 had some shit levels (and some truly nightmarish abysmal ones,) but in the good levels they used enemies in really interesting ways that just don't happen anymore.