If you break CV4 down to its mechanics, certain problems will arise, such as the level design not really taking into account just how powerful a tool multi-directional whipping is in the constraints of a largely traditional Castlevania model. But ultimately such observations ring hollow when all it does is serve to empower the player, and especially when the rest of the game is an aesthetic and atmospheric grand slam in every regard. Video games aren't just sterile math and seeing how pieces fit together, after all.
See also: why Symphony is so good, in spite of its perceived flaws.
As for Lords, all the appreciation I can muster for it is as a tech demo of MercurySteam's visual programming chops. Not that I connect with the presented style in any way, but sometimes it's impressive for just the raw prowess of it. It doesn't take away from how the game is representative of a genre and style of play that should never be associated with Castlevania, however, and how badly it does it to begin with. It's just so janky, and also patronizing in how it always offers a bypass option for its braindead, and similarly out-of-place, puzzle sections. Top it off with a terrible orchestral noise soundtrack for the sake of it and a story I'd rather forget in total (not that I've ever placed much importance on such with Castlevania), and I'm left with a game that just does not engage me on any level.
I guess that's why I hate it.