Yeah this is how I feel about it, it does a lot of stuff right, but it also does a lot of stuff very badly, and not even really in an intentional kind of way, but just an incompetent, thoughtless, half-finished, half-considered kind of way.
Also re: content, I get what you’re saying about there being a lot of content, and there is a lot of “content”, but to me an awful lot of it was “content” in the exact same sense DAI has an awful lot of “content”, like just pointless, tedious encounters that play out the exact same way. Except a lot of them are even less engaging than DAI or the like because your party just runs them over (or fails to) in a highly predictable way and there’s no fun of smashing faces or efficiently ending the encounter, because all your encounter-ending abilities are dailies that you can’t afford to use on making a pointless encounter end quicker.
A lot of the dungeons felt that way to me - encounter after encounter that was essentially the same encounter copy’d and paste’d, with maybe 1-2 monsters of the same type added or removed. This isn’t how you design an adventure for a pen and paper RPG and it seems off for a videogame translation of one, because they do it so much. Pillars did a much better job in both games making technically similar encounters actually feel differentiated, I note.
And the level design reflects this too. With older games like the BG series, or newer ones like Pillars or D:OS, there’s a care taken to the level and area design. Most places feel unique. Even if it’s another “ambush in a forest”, the trees will be different, or it will have beautiful lighting or there’ll be some standing stones, or something. Every building in Pillars 2, really every one, has it’s own character. You don’t get confused about where you are. You’re never in Dungeon #102.
Whereas with PF:KF? There is literally none of that. It is one fuck of a featureless game. Are you in a castle or are you in a dungeon? Not really any way to tell from the decor! Dungeons are often just corridor after corridor of near-identical stone and identical lighting, with no real “decoration” - not rubble, not detritus, not “dungeon furniture”, and so on. Outdoor areas lean the same way. Just samey samey samey.
I don’t think it’s criticised quite enough for this. It lowers the value of the sheer amount of content.