I mean sure if that's what you want
Open-world? ✔️
Enemy strongholds to clear? ✔️
RPG elements? ✔️
Leveling system? ✔️
Three skill trees? ✔️
Gruff protagonist? ✔️
Light stealth elements? ✔️
Crafting? ✔️
Loot? ✔️
Fetch quests? ✔️
There's probably more too. Like I said earlier it just looks like they kept adding pieces into the game over the course of development that they saw in other games that would appeal to everyone possible.
The stealth elements aren't light, though. And at near 10 hours of play there's only one thing I "fetched" in a quest, and that was only after I watched it being placed in front of me several yards away. I also got to keep what was being fetched.
As for "loot", when I read about how people were obtaining loot in this game - and from where - I thought it was really interesting and not at all what I expected. I don't want to spoil it here, and I haven't actually done it myself yet, but I'm looking forward to trying out different tactics at different times of day.
For an "open world", getting around on foot is near-suicidal half the time. And the world and riding around is more dangerous than even Far Cry 2's respawning-everywhere system was. The off-road biking, thankfully, is much smoother than anything in, say, the Watch Dogs games (and I loved messing around in those games going off-road with vehicles).
Otherwise, what wouldn't I want from that list? Should the protagonist be all nice and live in one of the camps and go all stardew valley growing crops and stuff? It would be a completely different game. Should there not be (what turns out to be quite a variety) of encampments and locales to deal with? And the leveling system, in part, has to do with how much trust you've built up with various pockets of civilization (camps) and their leaders, which actually makes narrative sense for a change, even if it has a few issues.
As for how development went, according to the devs and actors the game started off serious but was switched to more of a comedy just to see whether a comedic and light rapport between the characters would make for a better game. It ultimately didn't work, so they went back to a serious tone. (All budgeted for by Sony, according to the lead actor). Yes at various points they had certain A/B decisions the player could make in-game, but since playtesters were confused about whether they could see tangible results to these, they just took them out. And the devs insist that the 2016 E3 horde show-off piece was almost unchanged from then until release, and it's in the game and available to play.
As for the Kinda Funny review, they clearly had a hell of a time playing the game from a few patches back. Over a few dozen hours, that has gotta suck, and I can understand that not feeling rewarding. And I concur with some of the comments they made about gaining progress in some ways, and not having a new quest available until right after you leave the camp, those things have happened to me too.
But the state of the game on release day was that there is a lot to discover in gameplay and encounters such that it is rewarding, should you power through the first few to several hours. Still won't be for everyone, and patches can't undo review scores or Greg's unrewarding experience with the game, but at least there is some reason for the discrepancy between reviews and user feedback.