RIght. DmC is full of boneheaded design choices that seasoned action game developers would never make, because they don't just think in surface-level terms. They're interested in giving players more to sink their teeth into besides "launching a lot of enemies at once" or "hitting enemies in the air a lot."
Color coding enemies only makes sense if you want to choke all the complexity out of your combat and reduce it to a binary "use this weapon here, and that weapon there." This perfectly illustrate's Ninja Theory's shallow approach to DmC's combat. This shit might be acceptable to people like Adamska who either can't understand or refuse to learn how good action games work (I.E. giving the player many options and all kinds of ways to use them--and providing lots of feedback and subtle combat cues that skilled players can read), but it's not acceptable to DMC veteran players who have had a taste of real quality.
DMC games, apart from DMC2, have always aimed for a much a higher standard than your average button masher. The devs assume players are intelligent and curious, and interested in improving their skills over time. So they design their combat like a tree with dozens of branches, and make sure that everything reinforces the freedom and improvisational nature of the gameplay, from broader categories like enemies' defensive abilities (which may include parries, armor, and invincible states), to the way the different elements of combat interlock like puzzle pieces, so that an attack is not just an attack, but a parry, a dodge, and an enemy positioning tool.
It's offensive to wave away the value of all of this as a simple matter of opinion. Anyone is welcome to enjoy substandard rubbish and the spoonfed rewards of a game that demands and expects so very little from the player, but that doesn't somehow erase the quality of the better fare that they're not interested in.
To be fair, some of the design decisions were mandated by Capcom, like the removal of lock on. Capcom also asked NT to tone down the script (the first draft was more serious and horror oriented), which explains the weird tonal shifts throughout the game. It's unfair to blame everything on NT when Capcom themselves wanted a simpler game. And we all know that Capcom isn't exactly new to incredibly boneheaded decisions.