All systems in this game are broken...
I wouldn't say they are broken. The ideas and systems were great, but they lacked some polishing to truly make them shine.
I loved Hard West 1 combat system, because it really helped re-creating Western/The Wild West atmosphere. The very same system could have worked for Phantom Doctrine, because the extended shootouts fit the romanticized notions about spies in the Cold War era that's depicted in movies, novels and comics. It would also fit the reinforcement system designed to pressure the player to act stealthly and move quickly once the cover has been blown due to government forces responding to the situation.
Instead they decided to go for a realistic approach of "enemies rarely miss, because they are trained to hit" and changed how the line of sight fire mechanic worked, which ended up being very counter-intuitive for most players and - more importantly - simply wasn't fun to play. This caused the studio to do a major redesign of the entire mechanic.
The clues were reduced to simply clicking on any word until you got the confirmation you had everything you needed, requiring no thought whatsoever. There was no false intel. There was no need to connect the dots. So, again, the idea was great, but the execution left a lot to be desired. This is true for a lot of stuff. Which is sad, because all of it had potential, but it has been wasted and as a result it killed the game.
The indirect result is - we don't see other studios trying to make a spy game set in the Cold War period, despite the setting being interesting in and of itself and having potential even when looking at it from different angles (a stealth game, a spy management game, an investigation-oriented game, etc.).