I don't even care that much, but my comment seems to stir up some strong reactions. Putting Bloodstained aside for a moment, I think it's fair to say that in terms of attention to detail in the level design, Castlevania peaked with SotN, and later games neglected this aspect more. Floating platforms placed without any real thought put into it is just one specific manifestation of this phenomenon. Obviously, I could care less about the concept of floating platforms itself since, as has been pointed out, a lot if not most 2D video games employ this. But the point is that the designers of SotN decided to not be like any other video game, and they enchanced the game world by adding all these details to the game world. Making flatforms have some sort of logic to them is a contributing factor to this immersiveness, and in my opinion, a large reason why SotN is such an excellent game. Not to say that SotN is completely perfect when it comes to this, but when this concept was employed, it was great. Why shouldn't Bloodstained strife to be just as excellent in that area?
That image that displays how Bloodstained implements platforms doesn't exactly give me a lot of confidence yet. I get these platforms are connected to the wall, but to say that fixes the issue is misunderstanding the problem. In SotN it often works because you can tell from the level design itself why these platforms exists. For example, the crumbled stairs where only certain sections (the platforms) are safe for Alucard to jump on. It's an excellent way of combining game design with attention to detail. And because of that, traversing the castle feels more real than Soma, or Jonathan and Charlotte, jumping from platform because the designers though it was time for the characters to jump a couple of times.