It's different, not a flaw. That's what I take issue with.
The sub-weapons are treated differently. They are not always necessary, but often useful. And as I said above, and you admitted, they are improved on as well. The dedicated sub weapon button made a huge difference to me.
SCV4 is an easier game to get into, and it's made to be that way. There's nothing wrong with that, and it's certainly not a flaw as most complaints about the series before it were that the difficulty was too high. It's a logical progression.
Not only does the improved whipping make it easier, but also does the other improved mechanics, like the sub-weapons, jumping on and off stairs, and the crouch walking. These were all new things in SCV4 and things my child self jumped up and down about when the game came out. But again, no one ever mentions those features when talking about why the game is easier to play.
What do players considered balanced? The over the top difficulty of most other classicvanias? Or the easier leveling up style metroidvanias? Personally I think SCV4 offers the perfect difficulty level for most players. It seems to me to be just the right porridge.
Pointing out that the whip is longer in SCV4 versus past CV's doesn't mean that the game is out of whack and balance. All it means is that the whip is longer and the game is slightly less difficult in some situations. There is nothing deductive about that.
I'll say it again. It's a bogus gripe that's been perpetuated by a bogus youtube video.
To get back on track..
Wouldn't it be marvelous to see an open world Castlevania built on the SCV4 engine? Yes. It would probably be the best thing ever.
I have to disagree. The disparity between the improvements to the whip in contrast to the minimal changes to the sub-weapons is a flaw in that it diminishes their purpose. Thankfully, this is only one of a very few flaws the game has. However, it is also the biggest one from a design perspective.
Now, I never said that the 8-way whip was a flaw in and of itself, and I certainly never thought it was. It's the difference in the level of improvements that I see as a flaw. In it's simplest terms the whip is more fun, but the sub-weapons are not more fun. The whip steals a lot of the sub-weapons' thunder.
I've never spoken to the difficulty of SCV4. I honestly never really thought about the difficulty of the game when I was a kid. I never felt it was too easy, but then again I never felt that the earlier games were too hard either. I wouldn't even remotely consider the classicvanias to have over-the-top difficulty. I reserve that distinction for Ninja Gaiden, Abodox and Astyanax.
I do clearly remember that I used the sub-weapons much less frequently because I never needed to, unlike the earlier games.
CV1 & CV3 have candles that are out of reach vertically, for example. This basically doesn't happen in SCV4 where the whip can nearly reach the top of the play area (aka not including the HUD) from the very bottom of the screen at the height of a jump. What use is the axe, really, when nothing is ever legitimately out of reach?
The stopwatch and cross are the only ones that have any utility at all, but again that is diminished by the fact that you can hit most things from 1/3rd of a screen length away. And projectiles are a joke because you can leave the whip limp and basically create a shield around Simon that can destroy them all on contact.
Ask yourself this; is there any situation in SCV4 that you can't easily overcome with the whip alone? Is there any situation in that game that requires a sub-weapon to overcome? For me the answer is no. And that is what I consider a design flaw. The new whip mechanics render the sub-weapons nearly useless and the improvements to them are more for convenience than increased utility.
I will point out now, that I never said the game was unbalanced.
Nor have any of my arguments been taken from any youtube video, though Egoraptor did make me think deeper upon my own observations and experiences.
And getting back on the track you started, as long as the game used a larger resolution, I think an open world SCV4 would rock.
I envision something like a CV2 style world with more deliberate level design populated with varied enemies and props.
That would be fantastic.
Just as a sidebar on what Belmontoya has stated. If SCIV is so popular, why has Konami capitalised on its success the same way Nintendo has with ALBW? Somethings not right... That something is Konami.
As much as bashing Konami is fun and well deserved, I can only think that the logical answer is that either a significant number of people complained that the game was too easy or the sales figures showed it wasn't as well received as we core fans would like to believe.