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Invisible's levels are meant to be finished quickly as the guards wake up and the threat meter increases every turn. PD is way more relaxed. You can stealth through an entire mission at your own pace (and it's sort of meant to be played this way, aside from the odd action set-piece), but guards stay down and the threat level only increases after you knock 3-4 of them out. Plus, it's a lot easier later on when you unlock disguises, too.
I'd say the Invisible Inc. influence is there, but PD is more like XCOM 2 with the infiltrate-and-evacuate mission design and the need to constantly move your base around.
Phantom doctrine does two things and does it well...ish (depends of who you ask).
If anything, the game feels like a mix of X-Com and Alpha Protocol. Stealth approach is very valid. Combat is when things go wrong. So far I've been focusing on stealth and non lethal takedowns, which is how I played AP.
I've done very little combat in the game so far. I complete pretty much every mission stealthily, with maybe a short shootout as I run to the evac if I can't find a quiet way to get out.
It's a stealth game or a turn based combat game. It all depends on personal preference.