Uhh...you're not talking to musicians. (most of us, anyway) We don't CARE about what other great composers think. We know what we want. We're the fans, and we know that themes on Bloody Tears, whilst not a great example of musical composure, works for us because of the simplicity and the catchiness. Who cares if some Mr. So-And-So the Great Magical Musician God says is sucks horsey bollocks. It's worked for most of us for two decades.
REAL music? That's totally subjective material. You are totally entitled to your opinion that Los's music is grand. However I'm saying it didn't tickle my fancy, and gave reasons as to why. I'm saying it because it seems to be an argument that alot of other fans are having.
While I agree with the "team" in spirit (ie, I prefer the old music approach to Aurajo's brilliant but possibly unfit effort), I think you're missing the point.
You can't go praising the old CV music legacy and then dismiss LoS' soundtrack as generic. It's not. In fact, in terms of musical "quality" (the unsubjective part of music, the complexity, structure and such) LoS' soundtrack is probably the "best" CV soundtrack so far.
Does it matter for us? Not really. I think nobody here really cares if Bloody Tears started over as an extremely simplicistic and repetitive tune, and if Yamane's work wouldn't probably be recognized as anything special by more famous, more talented musicians. Appreciation of art is subjective, and catchy tunes worked for CV for 20 years for a damn good reason. I hope Cox is still reading too because while I think some of LoS' soundtrack was absolutely worthy of entering the hall of great CV tunes (Hunting Path, the Stone Titan, Gabriel Theme, Final Confrontation) it's clear that some of the best pieces were those who picked on the old stuff. Courtyard, the Music Box.. they felt a lot more special. Now we can't ask a talented composer like Aurajo to spend his time remixing old tunes, but I think it's legitimate to expect him to try and shape his music in a way that feels in continuity with the series.
But I agree with Ash on the fact that the tone of the criticism is absolutely misplaced. It's like saying that Lady Gaga is better than Beethoven because she's catchy and he's boring. LoS' soundtrack is awesome and it destroys most of his competition, from God of War to Dragon Age to (dare I say) Morrowind and Oblivion. It just doesn't work that well in continuity with the CV legacy.
But don't think adapting the old CV music style to 3d adventuring is easy.
Consider one aspect for a second: suspension of disbelief.
2D Castlevania games have very little of that. I dare say Ecclesia does to a greater point, but in general, it's not like you're playing SotN and not feeling you're in a game. 3D games have much stronger suspension of disbelief, and music can disrupt it. If the music isn't narrating what is happening on screen, it risks breaking the suspension.
In 2D games, you can have vampire killer on loop because unless you're stumbling on a boss your traversal of a particular level isn't particularly tied to a narrative. You're constantly jumping and fighting and you don't mind the repetition of monsters and tiles because that's how the game works. You're playing and humming to great music while you do.
In a 3D game you can't have the same music going while you traverse an empty, gloomy hallway and then while you rappel down a wall and then while you fight small trolls and then while you fight a 3 stories tall ogre. Take chapter 4. You couldn't have something like Vampire Killer on loop - it would feel disconnected at some point. The mood of the covered bridge with the lightbeams would be broken, telling the rappeling from the fighting would feel weird and so on. As you can notice in LoS, in 3D games the music is "triggered" by the onscreen events; it's woven in the narrative part of the gameplay.
Sure you can play loops in 3d games - look at LoI. A game that is remembered for great music and... awful level design. Don't think the two things aren't tied. That kind of music approach wouldn't work in coherent, unrepetitive level design. If you think about it, catchy loops work really well when the content is repetitive. They sort of become a redeeming quality, but I think the game part is more important, and shouldn't be sacrificed to the music.
Then again, there's places where a catchy loop can completely fit a 3D game too. The mechanical tower would have worked wonders like that. Boss battles work fine with loops. The castle hallway too, and when you got such a great music tradition as CV does, you actually can make the effort of designing some levels ON the music. The village siege for example could have been easily adapted to a "Bloody Tears" version by having a longer amount of waves of vampires before Brauner showed up.
(And as a side note, I understand the frustration that comes from seeing a generation of games apparently bent on stripping videogames from all the things we loved as kids. Too many FPSs, too many games that feel the same, way too many orchestrated soundtracks that have little to no soul and almost no iconic track to remember... it's all true. I just think in this specific case a certain amount of critical thinking is needed. MS could have done better - or rather more - in terms of musical continuity, but this kind of criticism is unwarranted).