Regarding "change", change should be handled in the most logical of ways. The fact of the matter is, in most cases, it isn't. When a game isn't doing well, you have to assess what went wrong. Why aren't the CV games selling? What's wrong with 3D CVs? You isolate the problems and work on them. That which ISN'T a problem, you don't touch(for, what's not broken, don't fix). By doing this, you keep what works, toss out what doesn't and fix what's broken. But many companies have the knack of seeing this like this, "If THIS doesn't work, then the EXACT OPPOSITE must be the key to success!". Pure black and white reasoning hardly ever works to achieve success in real life, why would a stark opposite prove successful? I see this a lot with some JRPGs, sadly. The first game would be very character/story driven, focused on extreme linear paths, little to no exploration and heavy character development, and when they find out it didn't work, the sequel would be extremely light on story, more player driven, LOTS of free exploration, and little to no character development. Doesn't it ever occur that there might just be a place in-between, a balance between two heavy contrasting sides?
For me, LoS was a great game, but didn't feel like a CV game. As far as change is concerned, both the atmosphere and music of the original CV series, be it side-scroller 2Ds or bad 3D-vanias, music and gothic/horror atmosphere NEVER seemed to be an issue, even in the worst CV titles. Changing it for the sake of sakes never felt valid enough of a reason to do so. It was, IMO(and a lot of people's opinions), two of the things about the CV series that were never broken to begin with.