I think that's an oversimplification. For example, take the Siren series - it's clearly based on the old survival/horror genre with its focus on puzzles, but there's no long-term resource management (each stage is standalone & if you have a firearm, they give you plenty of ammo) & instead of the fight or flight focus with enemies, the game is focused on stealth. Ultimately, it's a cross between a Stealth game and a P&C adventure game, all with a horror setting & story.
Something like Until Dawn is more of a videogame version of a Choose Your Own Adventure book. The FNAF series is very much its own thing.
Also, with the exception of L4D (and maybe Dead Space, I don't remember much), all of those action/horror games you mentioned still have a heavy focus on resource management. In RE4, there's the whole inventory tetris thing (and getting upgrades to your storage is very important to store ammo, herbs, and weapons for harder & harder encounters) and you can definitely run out of ammo if you're not careful. System Shock 2, ammo is plenty scarce and some of that carries over to Bioshock. In Metro, ammo doubles as currency so the game encourages saving as much as possible. And so on.
Anyway, my main point is that in gaming, most genres are divided by mechanics, while outside gaming, most genres are thematically-based. Horror games are an exception & I would argue that JRPGs are another one.