The thing I don't like about Doom Eternal (and 2016)
One huge thing I don't like about Doom Eternal (and 2016) that gets in the way of enjoying the game for me is movement.
The big issue with movement in the game might come from two of its core aspects: the fact that it attempts to pay homage to the classic shooter games id made in the 90s, and the fact that the Doom Slayer, the player character, is supposed to be a massive tank capable of crushing demons with his bare hands.
Both of these traits bleed into the gameplay, but overall I think they blend very poorly. The way character moves feels rather feather-y, nimble in the way. He can move without issue at reasonable speeds for the ordinary human with the ability to traverse heights like he's ripped straight from Halo games.
Yet everything else feels like it's playing against this type of movement. Doom Slayer is a tank, all the weaponry he wields is heavy. He can't run, he only gets the dash ability in Eternal (which, to be fair, is a rather reasonable inclusion that still works within confines of the game). The glory kills are brutal and also heavy in nature with the physicality they convey.
This is the problem. These two things contradict each other.
When I play a tank character, I want to feel like a tank, with all the strengths and drawbacks. I want to feel like, say, Heavy from Team Fortress 2, where the movement conveys weight of the character and the weapon he wields. But instead I move like a character from Destiny, and it just robs the gameplay of weight and prevents me from enjoying it as the whole, because I really want to feel it.
Nimbleness and weight in gameplay aren't necessarily an either/or thing, but to me new Doom games just do neither.