I'm one of those poor souls who really likes the classic Resident Evil games, so prepare for a small wall of text.
The thing to understand about classic Resident Evil is that the games are not action games in any sense of the word. Good thing too, because they'd be really poor action games, with clunky controls and meager gameplay. In terms of overall design, though, they have more in common with dungeon crawlers than action games, and especially the first game is all kinds of excellent because the Spencer Mansion is one of the best designed game locations ever.
People who design RPG dungeons should all play the first Resident Evil. The game is short and the area isn't large, but with that taken into consideration, there's a remarkable amount of possible routes to take, optional rooms you never need to enter but which contain genuinely useful extra loot, shortcuts you can unlock to help you move aorund, a few nice puzzles requiring a healthy dose of backtracking - all the good stuff that you rarely see in games these days. Structurally, Resident Evil is heavily founded upon having to backtrack and visit areas multiple times as you gain new keys, particularly during a first playthrough when you don't know the optimal route to take. It's because there is backtracking that you have to think spatially, deciding which areas to clear and figuring out the fastest and safest routes to newly accessible areas as you gain new keys.
In this light, the zombies in Resident Evil aren't enemies so much as environmental hazards. The real enemy is the mansion, and playing Resident Evil "well" is using resources well and making your way through the game quickly and safely - it's almost entirely a matter of reconnaissance and planning. On a tactical level, combat in Resident Evil involves hardly any skill - in fact, the game is actually better when played using auto-aim. You could make the battles turn-based and the fundamental design of Resident Evil would still hold true. What this means, though, is that as far as fighting goes, there's very little you can do to save ammo - liberal use of the knife might save you a couple of shots, but that's it. Fighting enemies is always a net loss in terms of resources, and you can't really mitigate this by having good aim or fast reflexes. And because of this, you really do have to find most of the ammo in the game, especially early on, or you'll actually run out. And because this is the case, the game revolves around this constant risk-reward calculation of whether you can get away with not killing a particular zombie or not, how much health items it's worth taking with you for a particular run, all that. I'm not saying that the game is necessarily difficult, because it's not, but it takes requires just enough thought and strategising to be absorbing.
Now, having said all that, to go to the issue of RE Revelations, the problem with the game is that while its aesthetic is a little bit closer to what the games used to be, what it lacks is all of the basic design I outlined above. The game's almost entirely linear, the "exploration" involves a banal minigame where you use a scanner to find extra items. Puzzles barely exist, but even when there are some, they have no impact on the structure of the game but tend to be more banal minigames instead. The game isn't structured around backtracking in any practical sense. The combat takes a bit more skill than original RE games - which, again, could've been turn-based for all practical purposes - but it's not terribly good by the standards of actually good action games (which RE4 was), or difficult enough that you'd have to master it. So it's not a decent classic RE game, but nowhere near as good a "modern" RE game as RE4 was either.
And so, I wouldn't really wait anything much from Revelations 2. Honestly, I'm not sure that the design of classic RE is even achievable with the basic game mechanisms they have in place now, at least not as well - to achieve the sort of meticulous balancing that the first game had it needs to be damn near a law of physics that every zombie takes an average of five bullets to kill, so that ammunition can be placed accordingly in the game to make you feel like you're just about to run out. Allow players to bypass that with headshots and whatever and the basic economy of the game is already broken. Place your hopes instead on the REmake HD version doing well (even if it's inferior as a game to the Director's Cut) and Capcom deciding by some miracle to make more stuff like that.