Combat design in any place that isn't a handcrafted area is beyond boring. Open world is the exact opposite of the Souls experience... That's arguably the worst part of the game. That much is true I'd say.
Yes, but even the so-called legacy dungeons, as good as they might be from a technical standpoint (secrets, enemy encounters, interconnectivity, exploration) are direly lacking in what defined FromSoft titles for me: atmosphere. There's no descent into the Gutter here, no Catacombs and Tomb of the Giants, no Blighttown, no Sen's Fortress, no Shrine of Amana, no Shulva, Sanctum City.
I kept playing through Stormveil Castle because it was early game, and after beating Margit I wanted to keep going. And Stormveil Castle was okay, certainly good from a technical perspective, but ultimately boring. Then I killed Godrick, which was the best fight in the game in retrospect. I still had high hopes at that moment. And the first look at Liurnia of the Lakes reinforced that hope. But god, it really kept going downhill from there. And it just didn't end: one boring gigantic open world after another, and everything tried so desperately to be epic, where Dark Souls didn't even have to try: seeing the Moonlight Butterfly the first time from Darkroot Garden or the Hydra in the Basin was better than most of Elden Ring. Not to mention the terrible NPCs and repetitveness of the open world: catacombs, caves, tunnels, ruins, vendors, dragons, minor erdtrees, evergaols, churches of Marika etc...
Really, the game was one of the biggest disappointments of my gaming career. High point 10 hours in the Godrick fight, and probably only because of the badass sountrack.