I think you're coming in with the wrong idea here. Like Kale said, it's a puzzle/exploration game with action-based moments, not an action game. (It's like a game based on hyper-advanced Zelda bosses that Zelda should take notes on). The controls do definitely take some getting used to (though GoW used similar control elements as far as climb-jumping), but work well.
SotC really is an art and concept game much more than a mainstream gamer's game. The quality and use of the music (by the amazing Ko Otani), the scope of the world, and the mystery of how to take out the various daunting, creative Collosi is what makes the game special. The freedom of control and virtual space during many of the encounters is mind-blowing and has not been repeated thus far in video game history. It's the stuff you say to yourself--"they're not really going to be able to make me do that, are they?" The first Collosus is just a warm-up. The game is a visual feast for the system in a "moving painting" sort of way, whereas GoW is more in the vein of high-rez digital claymation. Technically, it's tons less "on-rails" than GoW, using 3D space to its fullest. The story of SotC, without spoiling anything, is quite haunting.
Still, there are inherent shortcomings... Navigating the world, as impressive as it is, can be a tedious pain. One wishes there had been a few things to do in-between the fights, or leading up to them. Despite the intrigue of wanting to go forward, this isn't a game where you can play too many battles in a row in one sitting without getting tired out. The horse was made intentionally hard to control to be realistic, but that can be annoying, as well. Also, some of the Collosi are not as impressive as others. There's also not a lot of replay value.
But keep playing. At least get through about 5 or 6 Collosi before you make a final decision.