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But because the term is generic, not everything with the word Atelier in the title is part of the franchise. And even within the series, games from different subseries might be very different in setting, tone, or precise mechanics.
People saying it's "not Atelier" are just dissatisfied with the tone and mechanics the creators went with for this particular subseries. You should always take reviews for anime-style games with a grain of salt though, especially early after release, as they are frequently targeted by culture war addicts and people trying to start political fights.
Atelier games tend to be pretty hit and miss, with different entries being hits for some people and misses for others, so review scores and aggregates aren't very useful anyway--read the actual text of the reviews and decide if you find the arguments made by the reviewer compelling on a case by case basis.
The combat has typically been JRPG style, this is a kind of action combat. As a consequence of the change it seems they've balanced things to be less difficult and have less need to focus on crafting.
The crafting, while varied from game to game, usually has a deeper minigame. There's basically no minigame here and the entire process is less complex(the reduced complexity for doing some things isn't necessarily a bad thing). This is probably where they dropped the ball the hardest. An engaging crafting experience is core to the series and they did pretty poorly here.
This is the first time it's had a Breath of the Wild style exploration gameplay. I don't think this part really presents an issue, though the balancing of drops/rewards from chests isn't as well done due to the game being less linear than they've traditionally worked with. If they work on this type of gameplay more it could be fine, as it stands currently it's not very competitive with other games having this gameplay.