> watered down hybrid model aka stealth but you can play it like a FPS or TPS if you prefer.
This allows players to pick their style so hybrid games target a much larger audience. A game which allows you to go full stealth if you choose to, but also go gung-ho on your enemies makes more players happy. It's a good compromise if designed well.
I was replaying Dishonored and realized that I no longer have the same amount of "disposable time" to go all stealth. But still wanted to go through the game so I put on my Rambo bandana and went to work.
Realism was never a real trait of stealth games, or any game. At best we aimed at visual realism but everything else about every game is unrealistic. The health system, or enemy alert levels, even the save game system, etc. I don't see why the technical implementation of the stealth should be more realistic than "if you sit in this predetermined area you are invisible". In Splinter Cell you'd sit in unrealistically dark shadows. In The Last of Us Part II you can completely hide in grass that's not even knee high. In Mark of the Ninja you can hide behind a barrel from the player's point of view but on the side of a barrel from the enemy's point of view. Screw realism, make the game fun and it's enough.
Dishonoured is the king of games like this, and it more works on builds rather than moment-by-moment choices. You can't go full stealth abilities and suddenly start fighting. You have to choose. The OP is talking about "stealth" games that just have very viable fighting options as backup when you fail to stealth.
This is exactly the point OP is making, fans of pure stealth games don’t want you to be able to muscle your way through, that cheapens the experience.
It doesn’t matter that you think you only have time to mindlessly mash buttons, and it’s not about being realistic, it’s about a game doing one thing very well and not making it optional, it’s a particular type of puzzle to figure out.