You also forgot to mention Pan's Labyrinth, Van Helsing, and, oh right, Castlevania. You can only throw in so many ingredients before it becomes a salad.
Oh, yeah...And don't forget the
Underworld franchise, too.

Did you really say that C:LoS, being the result of a mixture of three of the best games and one of the best trilogies in this generation, was a bad thing? What has the community become when an amazing game is released, only to be picked apart by hating vultures claiming that "Oooh, it's nothing original! Oooh, one little aspect of the game justifies it being a rip-off". Are you telling me that inspiration and influence is a game-breaking criticism? I can respect that you feel disappointed in the game for personal reasons, but never use the unfair comparison card. Ever.
Instead of saying "Shadow of the Colossus Ripoff", how about you say something more like: "The Titan Bossfights were reminiscent of earlier, massive battles like the ones featured in Shadow of the Colossus, but the lack of open maneuverability during these sequences in C:LoS is disappointing because of the potential it could have on a current-gen console. While we all want a SotC sequel, Lords of Shadow is not a proper successor in that sense, but these moments are few, and only occur within the first few hours and final bit of the game."
Instead of saying "God of War Ripoff", how about something like: "The gameplay mechanics in Lords of Shadow utilizes present-day techniques and control schemes that were made famous by other 3rd Person action beat-em-ups like God of War and Devil May Cry. C:LoS doesn't outright take their design choices and works with it, like Heavenly Sword and the Wolverine game. The emphasis on offensive strategy with the Light and Shadow magic gives the player a new twist on engagement, especially on the harder difficulties when chains of combos and avoiding hits in order to replenish health is essential to success."
I see what you're saying, but I'm not trying to be outright base or disrespectful. Basically, all of those things are implied in the inherent flaw of Castlevania: Lords of Shadow. That it says it wants to be a core Castlevania title and move Castlevania forward on its own terms, but then rubs its nose at the heart of Castlevania, by implying that it can't be its own franchise. It's fine "borrowing/tweaking" if A.) it inherently fits, and B.) it doesn't take you out of the "Castlevania" experience.
Examples: 1.) The N64 games added some survival-horror elements, but it did not play like Resident Evil abridged, and those elements enriched what was already there: Castlevania's action-platforming core. 2.) While SotN ripped copiously from Super Metroid--had this formula not been used ad-nauseum in future installments--it played homage to the exploration of Simon's Quest, as well as the earlier MSX Vampire Killer, and the existence of different types of characters and play-styles from Dracula's Curse. The N64 games were then able to blend in the occasional exploration and inventory-based elements more seamlessly into traditional Castlevania, while evolving the series into something both unique and true to itself in 3D.
SEE CV64/LoD Ambitious Accomplishments back in 1999, over 10 years ago, and how little 3D CV has progressed since: *Multiple unique characters (up to four in LoD, two in CV64) with alternate levels/bosses
*Full 3D gameplay (ala Mario 64, so it's not "on-rails")
*Multiple endings based on performance
*Level Design features spatial depth (vertical and horizontal--not flat hallways)
*day-and-night cycles with time-sensitive events (like Simon's Quest)
*Weather effects (rain, lightning, moving clouds, and "fog"--the last one likely being a graphical shortcoming that actually helped)
*Dynamic, real-time lighting (next to candles, for instance)
*spot-on atmosphere
*death-defying platforming of all sorts (including ledge grabbing).
*environmental/enemy hazards (medusa heads, spikes, guillotines, buzz-saws, cannons).
*innovative survival-horror/suspense elements
*Vampires that pretend to be human and vampires as regular enemies besides bosses
*status changes, including poison and vampirism
*manageable questing with inventory items (meat, keys, cards, cure ampules, etc)
*interesting, involving plot (characters like Rosa, Vincent, Renon, Malice, Henry, etc)
*3D in-game cinemas
*Some voicing
*Unlockable alternate costumes
*Long and short-ranged attacks (IE: whip + sword)
*upgradable sub-weapons (in LoD)
*There is a useful slide and duck/crawl play mechanic
*Diverse mix of old and new enemies in 3D
*Beta/test version teased grapple-swinging points, showing the idea if not final execution
Lords of Shadow, meanwhile, is borrowing from so many modern, "cool-at-the-moment" things in a piecemeal fashion without significant regard for the Castlevania core, to the point it becomes, as stated, a "salad." The layman may have trouble distinguishing it from, say, a new IP like Dante's Inferno. The fact that it would dip so heavily into the proven flaws of the arena-based and combo-based problems that started in Lament of Innocence, shows that it didn't heed from the shortcomings of the past as well as it could have, especially given the greater resources that were seemingly allotted.
Off the top of my head, here's what I like about LoS:1.) It has a whip-wielder.
2.) Said whip can be used as a tool for grappling and such.
3.) It has the Belmont name.
4.) Linear stage progression.
5.) A world map.
6.) The book motif with the move animations.
7.) Great graphics.
8.) A handful of neat level concepts.
Off the top of my head, here's what I don't like about LoS:1.) No significant, consequential 3D platforming. (See Level 2 of Castlevania 64, for a better example).
2.) No enemies like Medusa heads, Bone Pillars, or bone-throwing Skeletons that hinder platforming and make it strategic. (AKA Castlevania 101).
3.) Jerky jump controls that do not engender tight platforming while battling foes.
4.) No 3D camera, which adds to the boxed-in, scripted feel of levels.
5.) The platforming turns into tiresome "shimmying" mini-games that are stratified from the main game.
6.) Very little nods to the rich and defining history of Castlevania music.
7.) Over-the-top combos, which become the focus on the gameplay, devolving many stages into mini beat-em-up arenas.
8.) Emphasis on QT events during combat.
9.) Overemphasis on magical super powers.
10.) Standard enemies take way too many hits, slowing the rythem of level design that defines Castlevania's "action-platforming."
11.) A story, which, in the end, happens mostly off camera with Patrick Stewart's incessant narration, and seems immaterial to the gameplay, rather than working in harmony with it.
12.) Game's world seems to exist completely outside of history, and certainly not in Transylvania or Classicvania's depiction of Europe. We've got something more akin to Middle Earth.
13.) By and large, the in-game aesthetic borrows too much from Van Helsing, Lord of the Rings, and Underworld, resulting in something that feels like a Hollywood interpretation of the Gothic-Horror feel that surrounds the franchise.
14.) The in-game grapple-swinging is too much of a QT button event, not playing enough on the principles of physics or angles.
15.) Some of the many levels are "throwaways." The opening village turns out to be a one-screen arena, where you don't get to delve into the village under attack (one of the latter vampire attack stages is very much in the same vein); another example is the stage where you just walk forward, uncontested, until you run into a fairy that wants symbols.
16.) Along with the aesthetic from earlier, the cast of villains skews very far from the traditional Castlevania line-up, and focuses more on fairytale and folk creatures.
17.) The colossi fights, which imply some ancient civilization in Europe used to fight with semi-mechanized or organic giants, feel tacked on and a chore, even if they look nice.
18.) The whip feels more like Strider's sword (from Capcom), and sort of slices through enemies like a ribbon, not having the sense of contact, recoil, and snap seen in other 3D whip attempts on N64 and PS2.
19.) Subweapons' use and usefulness is underplayed with the amount of combo-based magic combat, and don't have the classic sense of variety that the axe, boomerang, etc had.
20.) The last boss is the devil. Going that literal was silly, had nothing to do with Castlevania, and was a forced way to show how tough proto-Dracula was.
21.) Lack of level cohesion and jumps, whether it's Pan's jungle to a mystical journey to an icy lake, or the interrupting hide-and-seek games with the butt-smacking Chupecabra.
SUMMARY of biggest hang-ups, and why it needs to go back to the drawing board: The combo-centric gameplay, stratified and poor understanding/execution of consequential/strategic platforming, an on-rails level sense with a lack of a 3D camera, limited use of Castlevania's rich history of visual and aural assets, its heavy-handed and bombastic story, warped Hollywood-ized aesthetic, and emphasis on trying to fit into a fickle "in-the-moment" crowd instead of translating "Castlevania" to 3D slowly wore me down into feeling like I was being slapped in the face and lied to. I hate being negative, but I have to speak up, or nothing changes.
So, while the surface elements may be enough for some people (and more power to them), the deeper problems that remain have frustrated me to no end. (I have tried replaying LoS several times, and found it more or less unbearable after the initial amusing and bittersweet playthrough). Unfortunately I don't think MS has learned enough in what has been talked about and shown for their sequels. And if this is going to be their template for a future Contra game, which I am also a long-time fan of, I am deeply concerned to what that'll be warped into in the name of being popular. If you can't see the inherent strengths a series has to overcome new IPs, then just make a new IP altogether. The silver lining is that MS will not work on CV forever, and so I salute them for being true to the roots in that the CV series has had many hands and different interpretations. I think theirs, intentionally or not, sold out and took the easy route with the CV franchise, but they still crafted a solid and professional game, as far as modern games go, and maybe revived some broader interest in the series--though, I'm not completely certain about that latter point yet.