I may be in the minority, but I actually liked the post capital sections of the game. Most of the things that I found cancerous at first seemed more like puzzles that could be addressed by "solving" them and adjusting the way I approached them. I also like the general feeling of an epic quest that sends you to the ends of the earth to get what you need. Since you're basically trying to kill god, I think that's appropriate for the setting.
I also thought that many of the later bosses were fun, and Hoarah Loux was a good time. Elden Beast sucks.
It seems to me like the no openings complaint is overblown for most of the content, however, there were some fights where I was definitely feeling this. So, for the most part, I think all of these things are fine in the game.
But I agree with this 158.3%:
Thing is, if you go back, and I mean all the way back, to Demon's Souls tutorial, the boss there, the Vanguard, had quite a considerable windup to his attack. It made for a tense moment as you watched him and prepared to dodge. But the thing is, when the actual attack came out, it was fast but not at lightning speed meaning you didn't have to actually count the seconds until you had to press dodge, it was entirely possible to dodge on visual cue and reflexes alone. This delay in attack animation has always been there in these games but it was only in Dark Souls 3 when the bullshit reared its ugly head the most. It became almost impossible to dodge on visual cues because the attack after the windup came out much too fast to allow any possible reaction. To compound the problem, even if you did manage the feat of dodging without time keeping, DS3 massively extended the range, tracking capability and combo length of the bosses. You might have dodged the initial part of the attack, but it was also very possible you could just have rolled into another part of the hitbox or simply get smashed by the followup attack. The tracking also meant if you didn't dodge at the exact moment, the boss didn't commit to the direction and simply turned around to stab you. Elden Ring takes all of this garbage DS3 did and ramps it up to 11. The combos are longer, the hitboxes are larger, the tracking is ridiculous - fucking Radagon alone can turn multiple times fully 360 to hit you - a lot of attacks come accompanied by area of effect damage and there is absolutely no consistency inside the moveset of a single boss who have attacks they can hold for several seconds and attacks that just pop out of nowhere.
From needs to ditch this retarded weird delay shit followed by instant attack. I think the worst offender in that regard are the dumb catdog statues that have no swing animation, it's like an on/off switch of either winding up to attack or already attacked. Dumb as hell and a large part of what makes them not fun to fight (that and they look stupid both when still and when moving). It'd have been better to give them a move set more like the golems.
The other thing is the tracking. Some of the wind up, you dodge, it spins and hits you, can make sense and even look plausible. For instance, it didn't bother me that much in DS2 like it did for some people. However, when you dodge like 0.1 seconds too early and it still does it, it's retarded. This probably requires a finer sense of balancing. And when the non-homing missile ranged and charge attacks do it, it's ridiculous. There's nothing quite like watching arrows curve to follow you or watching a guy turn 90 degrees around a corner in his whirlwind charge thing. That's complete bullshit and it looks dumb to boot.