>>717236418 (OP)I can only speak from a MHTri/3U/4U perspective.
I think it's an overly automated take on Monster Hunter, and being made by the Generations team shows, because it's more unfocused to introduce a bunch of gimmicks that are extraneous to the core mode of play. The mount doesn't really affect gameplay positively. It just leans further into Generation-teams' obsession with like "Omg, you can RIDE the monster" and other "epic" moments that aren't dynamic enough.
The way it downplays the item-grind by making you pick it up without stopping makes it feel like it doesn't matter, and when MonHun ends up being just the "fun" and not the micromanagement as much, you end up getting bored way faster because the combat is not THAT deep once you learn each weapon. it's more about counting your own resources, planning a strategy for the next hunt, and then executing it, and it's all done MANUALLY.
When everything becomes a "recommended combo item" and pickups are automated, and they want you to zoom across the map on a velocihorse, you just get a game-appeal that's over way sooner than it was in the more slow-methodical pace of 3U, and 4U didn't really damage that pacing, it just added nice fluidity to jumps and climbing.
I haven't bothered with MonHun after a few hours of World and Rise. Wilds was just confirmation to me that yep, Capcom thought they had the original audience for granted thinking they can streamline it to casuals, but look where that left them. Even if the optimization wasn't shit and the graphics looked slightly less coarse in Wilds, they'd have had a game that people dropped because it does everything for them, and at that point the act of pushing buttons to attack the monsters isn't that sustainable on its own, especially when fights are still pretty long.
Rise is probably better than Wilds but worse than Worlds I believe. But it's still part of the "Nu" monster hunter series that took away the fundamental appeal of the repeated game-loop.