Stealth and combat may not be the most important systems in the game but they still play a major role, let's not downplay it. Most of the set pieces are combat focused and stealth is a big part of traversal when BTs are involved (which is actually a lot in the main missions with the scripted timefalls). And honestly even if we weren't talking about the creator of MGS, they're still very shallow systems on their own right. Especially stealth trasforms eldritch encounters in a mundane task incredibly fast, it's a big negative since BTs are a big draw of the world and lore. Combat would be more easily justifiable if it wasn't for some really poor boss encounters/set pieces. Considering how previous games from the same director excelled in boss design, combat and stealth it stings even more.
Downplay what? People are trying to compare DS to MGS, a game with the byline "Stealth Action". Two elements that were literally the entire gameplay focus of the series. You NEED to engage in either one to complete a mission. That's not rhe case with DS. You can avoid BT areas and trek through MULE areas or vice versa. You can even avoid both and trek through the longer, harsher, steeper environment. And its about what you plan to bring along with you in each of those treks. Just going to wing it? Well you're either going to be caught on a mountain you can't climb, a cliff you can't get down, a MULE camp you can't just run past or a BT area you can't avoid. If you're unprepared all of these obstacles can damage or outright ruin your packages. I'm honestly surprised when I read people trying to down play these, especially later on the enemies and amount in deliveries scale with you abilities and I've honestly found myself in a number of unquie situations due to being unprepared. The game's not Souls level hard or anything like that, but the systems definitely lend themselves to some cool encounters. I also think a lot of the people not getting the most out of them are the people to engaging in the multiplayer aspect which honestly plays a massive part.
I think games like Spider-Man or Uncharted have pretty servicable but shallow stealth. Like a I said DS isn't MGS level but it's still good and it fits the world well. They're disembodied floating ghosts, not highly trained KBG operatives. I also agree that the boss fights aren't the best Kojima has designed, nothing he's done since MGS3 has, but I think the designs are pretty cool especially with how they alter that environment and they make a really nice change of pace in my opinion.
I don't need MGS tier stealth but the BT sections lack anything that is actually engaging about stealth gameplay at all. They become super simple and are very hard to "fail", as they're easy to shake off even with a giant stack of luggage.
That definitely isn't my only issue with the game though. I personally just wanted death stranding to be harsher in general about not planning a route out properly. The game instead ends up being pretty easy, you can autoorganize your cargo all the time and there's little reason not to, having a massive weight load isn't very detrimental in general as you can still skyrim climb up mostly everything. The moment the game gives you a harsher environment where stamina stands out more you get incredibly strong ziplines to set up a network and skip around everything.
It's just a game that felt all over the place to me. There is something genuinely engaging at the core of it all, that I specifically felt a lot in chapter 3, but the game starts to stray from that later on in ways that I didn't enjoy, and the ending chunk in general is by far the weakest part of the game which ends things on a sour note.
If someone loves the game then I'd get it, since there is something appealing in the general A to B traversal. But it didn't go far enough for me personally, and everything that isn't the pure traversal actively kind of sucks to me.
Not sure what difficulty you played on, I played on hard (I assume you did as well) but I definitely noticed that with a lighter load BT could be shaken off easily but if I was carrying a tonne it was near impossible. Not to mention vehicles are basically a certainty to get caught by BTs. So weight without question played a noticeable impact in the encounters I experienced.
Again the stealth isn't MGS level but I feel you're seriously downplaying the level of engagement in it. You actively have to pay attention to the sensor and move around BTs if you want to avoid them, often times leading you down longer paths that are going to expose you to timefall for longer and ruin you packages. Other times you're down a blind ally and are going to run into them so it's either sprint away or engage them.
Auto-organzing is fine. I can honestly see the mass amount of people that would have been insanely pissed off had the game forced you to individually orientate and stack each package. People are already pissed off because you need to press L2 and R2 to balance yourself. Auto organzing is a welcome quality of life addition.
Also don't agree with Skyrim climbing with a mass amount of packages. On multiple occasions I've overstretched and fallen. Not to mention weighing up the various skeletons and the trade off and benefits each have.
In terms if ziplines and the rest, I actually think the game does a good job of initially introducing difficulty for the player that they manually need to overcome and then rewarding them tools to make them easier after. Ian from Easy Allies actually complained about the difficulty in that regard. Said the game gave you a bunch of cool stuff to over come obstacles but then immediately put 2 new obstacles in the way that made it harder and negated the cool tools you just got. So not everyone sees it the same way.
Going off on tangent here anyway. My point was that yeah the stealth and combat are not the deepest of the games systems, they aren't really supposed to be anyway. But nearly every other systems is pretty dense in all honesty.