The change from 'segmented and linear' to 'sprawling and open' does have some drawbacks, in that the game loses the touching points that remind you to take breaks. With how Elden Ring is designed, it is incredibly easy to get lost in ADHD Paradise: "Oooh what's this? and that! and that and that and that! Everywhere I go there's something new to seeeee!" whereas with the other Souls games, you were probably spending a lot of time in individual sections, and once you got done with those, you probably took a break. With Elden Ring I can see people binging on it so hard that they get sick of it, where that was hard with the other games because they incentivized you to take breaks just through their difficulty and design.
The invisible enemies glitch has been something of a hidden blessing, I think, because it had incentivized me to just soak in the game in bits and pieces, so I really appreciate the game aesthetically. Elden Ring really does just feel like FromSoft's love child.
If anything, I kinda wish they made the exploration a little harder. Even with the majority of enemies being invisible, it's piss easy avoiding them all and just exploring nearly the entire map willy nilly. I think they could have been in some harder barriers that require some combat savviness to progress through. Like with the scripted red phantoms, they force you to get off your horse, wherever that may be, and then they chase you down.
Right now I'm just frustrated with the same thing that I've been frustrated with in all FromSoft games: action queuing. I just wish it was more consistent. Sometimes I'll accidentally hit an input twice and do an action twice. Ok cool, my bad. Sometimes I'll anticipate the action I want to do, press the button in advance, and then it doesn't do it, it didn't queue it up. Now I'm in a shitty guessing game as to what gets queued and what doesn't, leading me to mashing where I don't have to mash, because I NEED to get an action out at the earliest possible frame; this results in me queuing up actions and boning myself further. Then I'll overcorrect in the other direction and trying to deliberately plan out my inputs, for the lauded grail "intentionality" that fighting game players seem to have achieved but remains out of my grasp, and then the game bones me by not queuing my actions and so I wind up dying stupidly as my character stands there when I was expecting him to roll or do a weapon art or something.
I also wish there was a bit more visibility to the stance mechanic. It's literally impossible to tell how close an enemy is to getting stance-broken. With Sekiro, it was a prominent mechanic and you got a gauge to keep track of for each enemy. With Elden Ring, it just shrugs its shoulders and goes "ehhh bigger enemy is harder to stance break. Just hit more harder and better til you do it!" it makes it very hard to be strategic when some enemies have seemingly endless poise and stance, even when I'm whacking them over and over with charged greatsword attacks and guard counters.