I was actually considering, heavily, to make a quick article entitled "Sekiro, Resurrection in more ways than One" noting that to go forward, FromSoftware is looking to the past both in terms of their vision (going back to their old pre-Souls style) and in terms of mechanics.
As you note a lot of things this game is promoting has been done before, in spades. Gaiden had the dodge nailed with tons of ways to avoid attacks (something I noticed even more in my now on hold PAIN+ run). DMC added i.frames to its jump since Kamiya noted that testers, when paniced, pressed dodge instead of his complex dodge maneuvre.
Hell even in Sengoku3 you technically 'dodge' by strafing up and down to avoid attacks. It is cheap, but it works ;p
> no i.frames dodge
Look no further than the gospel that is Prince of Persia: Warrior Within. Probably one of the more underappreciate games in the genre. Very well made game, especially for its time. Tons of emphasis on grapples, throws and weapon stances. It isn't really complex like a Devil May Cry or as deep as something like Ninja Gaiden but it really holds its own. But as note, not a single i.frame in the whole game. If you space your grabs wrong or at the wrong time you can see your whole HP bar melt on Hard Mode while your in that animation.
> Surge
Never played it, but sounds interesting. I'll do some digging, see if I can't find an expert to weigh in on the matter.
> high and low dodge
Really like this idea, something I loved in Nioh as well.
> single enemy
Ninja Gaiden 2 is bringing this to my mind, everything seems to play it safe with 1 on 1 which is easier to design. NG2 is wrecking me with these huge fights that I come out hurt in body and soul, but also invigorated since it just feels so damned good to play and fight so many foes at once.
> success
I really hope Activision isn't going to milk this dry and leave FromSoft out to dry. I really hope FromSoft knows what they're doing, companies like Activision have destroyed companies bigger than them before.