imo there's a big difference between blocking and dodging. they create very very different situations. if anything, i would say that the dodge roll is an extension of that jump to dodge mechanic, while blocking came from another source.
plus, i think there is a significant difference between single strike and multiple different strikes. each strike/attack can have a different purpose depending on their individual strengths and weaknesses like frame counts, range, power (if the combat system is done well enough). you can chain them, they can have much more influence on how the enemy reacts, keeping enemies vulnerable, creating juggles, guard crushing, and etc. it's more akin to fighting game combat than anything castlevania ever had. saying that combos are the same as multiple whip strikes is just calling the depth in the innovation in the action game drama shallow.
the whole health matter you say would cause a very different evolution path for action games if they took inspiration from it with the management of different weapons. it's in los, yes, but i was mainly talking about how action games in general didn't take inspiration. this is one plus in los's combat.
[just in case of misunderstandings: i am not saying that castlevania should not use the elements introduced by this action game genre, i am just saying they did not originate from castlevania. a more likely inspiration would probably be in fighting games and beat em ups.]