The problem with the premise of this thread is that DmC wasn't really let down by the core design decisions (elemental enemies aside), it was really a problem of implementation. The basics of the DMC formula were there, they were just implemented in semi-broken or janky ways. For instance, jump canceling was still possible but only really effectively with certain weapons and only if you inputted the cancel extremely slowly so the animation wouldn't bug out. Same deal with the style system. For whatever reason, it incentivised the player to spam the hardest hitting attacks repeatedly instead of switching between weapons like the previous games. It just kind of defeated the point. And then there was a whole lot of weird stuff like certain weapons bugging out and letting you quite literally fly.
DmC isn't even a fundamentally bad action game, especially in terms of visual design. I would take it over GoW any day. I also could not give less of a shit about the plot of a DMC game, so putting aside the extremely tasteful sniper abortion, I can't care all that much about DmC's plot. Even so, it is an objectively weaker game from a gameplay standpoint than its immediate predecessors.
There is also the marketing that surrounded DmC. For whatever reason, NT got a pass for their homophobic rhetoric - ostensibly because the gaming media decided that DMC gamerbros were a far worthier target.