Rule of Rose's combat is a combination of being kind of a janky, low budget game in general and making the player character intentionally unskilled to serve the broader purpose of the game. This is pretty common in horror games, and while Rule of Rose is definitely worse than, say, Silent Hill 2 or Siren, it's still going for the same feel. Probably would've been better had it been more like Clocktower 3/Haunting Ground and focused on running from enemies and environmental traps and such instead of combat, but oh well. It still mostly works for the type of game it is and the type of experience its trying to create.
Similarly, Drakengard is extremely repetitive and monotonous but intentionally so, because it's trying to push the player towards a specific experience.
Other mediums (like literature and film) foster discomfort in the reader/audience to great effect. A novel like Blood Meridian isn't written in a way that makes it enjoyable/easy to read, but the way it is written contributes to the overall theme and experience the author is attempting to create. Players need to be able to accept that games can do something similar.
Similarly, Drakengard is extremely repetitive and monotonous but intentionally so, because it's trying to push the player towards a specific experience.
Other mediums (like literature and film) foster discomfort in the reader/audience to great effect. A novel like Blood Meridian isn't written in a way that makes it enjoyable/easy to read, but the way it is written contributes to the overall theme and experience the author is attempting to create. Players need to be able to accept that games can do something similar.