I don't want to sound like I'm jumping on the LoS Defense Force, but those comparisons of yours are a little bit too far to really be considered accurate in this, DragonSlayr81.
LoS departed from the series, but only in a few areas, and debatably not by much. Now hear me out before hitting that -1 button!!
In the context of this debate, I pose that the gameplay, specifically the God of War inspired/adapted properties, is NOT what causes the game to lose it's Castlevania feel. The major exception here I would let slide is the cliff hanging. That felt out of place to a degree.
As far as gameplay goes, it has mostly elements we've already seen in past CV games. LoI and CoD have already had what you'd consider a prototype battle system to the one in LoS. Sure it's similar to GoW, but how could it NOT be? It's a whip being used effectively in 3d space.
The stage to stage progression, something GoW has as well, predates all of these games back to the NES days. Nothing new there. The lack of exploration isn't a new concept to the series in a whole.
Even the concept of sub-weapon independent ammunition isn't much of a departure here. It's something that could have easily been in any other title, at any time. Even Portrait of Ruin had a somewhat protoype of this system allowing you to switch sub weapons at any time. I believe if the DS had more buttons, we could have easily have had a selection of multiple in combat at once. Given the limited number of sub weapons in LoS, and the central focus on versatility mid combat, this isn't that big a deal as I believe people make it out to be. I'm not sure if it was inspired by another game, but it wasn't necessarily a BAD call. I actually think for a stage based progression, its a really good idea. The single replaceable sub-weapons worked better in the exploration games, in my opinion, since there was easy access back tracking to get the one you want. Sure, you couldn't do that in the originals, and you hardcore classicvania fans are probably hammering that -1 button right about now, but realistically it was a little more frustrating than not to keep that kind of ideal alive in this game.
This brings us down to the factors I do think caused the game to feel astray from the rest of the series; Story, Character Design, Music. Each of these factors took a great departure from the original series conventions, and many fans don't feel at home with it.
Story, in the essence of Dracula-Belmont.
Music in the sense of the lost identity of the typical sound track feel.
And finally character design, mainly in the monster department. I'll admit I am still put off by the overly generic western designs employed in many of the designs. There were a few fantastic and very Castlevania like designs in the mix, though incredibly few against the multitude of contrasting designs. The walking coffins with root-leg-things is so Castlevania like. I also really liked the headless zombies, and the plant children of the maze garden. Not so much the goblins and trolls...
I think that's a fair assessment that both sides of the LoS debate should be able to accept.