It's certainly fascinating to see the different ways developers use to show the character dodging in a flashy way. Personally I don't really mind one way or the other if rolling vanishes as an action game staple, but only as long as the new dodge -- whether it be dashing or sliding or whatnot -- clearly telegraphs when the invincibility frames end. Although that said, I did like the feel of Bloodborne's hunter dash more than the Dark Souls roll, especially when dodging combo attacks.
Of course for me personally, the best of both worlds is having a roll dodge and a dash dodge, with both types serving a unique defensive function. Kingdom Hearts 2 Final Mix is my favourite example of this; both Dodge Roll and Quick Run grant invincibility, but the former is shorter and allows Sora to recover quicker while the latter covers a much greater distance, allowing Sora to close the gap if an enemy escapes melee range.