My answer is Yes. The Castlevania series was originally never story-focused. The original plots of both Dracula's Curse and CV Adventure on Game Boy state the setting to be 100 years before Simon Belmont, directly contradicting each other. Super Castlevania IV is just a retelling of the original story, as was Akumajo Dracula X68000. Through most of the 90s, Castlevania games all seemed to be self-contained stories, only very loosely connected by the following general framework: Dracula resurrects, a Belmont descendent must kill him. There was just enough story present to set up the gameplay. This was true of Bloodlines, of CV64, and of Rondo. It wasn't until SotN that story started to become a series focus, and the games started to directly interconnect (the events in SotN directly following those in Rondo, and it also linked to CV3 by having Alucard as its hero). Now with those three games (CV3, Rondo, SotN) directly linked together, you started to see the story thread forming. Circle of the Moon went back to the more traditional series approach of a self-contained story that just followed the general framework, and then when Iga took control of the series the timeline began in earnest.
And it is very difficult to tie together a series of games that for so long really weren't intended to be connected directly together. By connecting all of these games together, by establishing a clear canon and concrete story elements that must be followed, you make it more difficult to tell a new individual story because you now have to make sure everything ties out. For example: If Lords of Shadow had come out in, say 1996, they wouldn't have had to say "forget everything you know about Castlevania". They could have just told their story the way they wanted to tell it, and it would have fit. But because you add all this complex backstory and ruleset, it is now much more difficult to tell an effective story, because you constantly have to make sure that it is "obeying the rules" of the complex continuity and fitting in to one of the few available timeline gaps.
Thats why in the Legend of Zelda series, the games DON'T all tie in together. Link to the Past doesn't connect to the events of Ocarina of Time. That allows them to tell stories in those individual games that follow the general framework but with specific story elements that are self-contained. They don't have to stop and say "Oh wait, we can't make Link start as a novice boy warrior here, because he was already a novice boy who became a famous hero in this other game." The Castlevania series used to be similar, until Iga started connecting all the games and creating the timeline. And when some prior games didn't fit with the timeline he envisioned, they got retconned (which annoyed and alienated many fans).