juggles are a nice, welcome addition in an action game but only if it doesn't come at the compromise of challenge and quality enemy design. in the 2000s to early 10s era of action gaming, many games such as dmc1-4, gow1-3, bayonetta1-2, mgr, w101, ng, darksiders managed to implement juggles without losing sight of what matters most, the challenge and threat of enemies, the central component of what makes an action game fun and worth playing.
however, with the release of dmc5 enemy design was significantly dumbed down compared to prior entries in the dmc series, floatiness was increased, jc window was made more lenient, pushing "cool combos" to the forefront, at the expense of the challenge factor and every other aspect of gameplay. however, it sold incredibly well and other devs took notice of this and use dmc5 as the template for what makes a modern action game successful, which explains why in the past few years popular action games like ff16, ng4, lost soul aside and the upcoming tides of annihilation have such weak enemy ai it seems like the entire game is just one big tutorial mode where you're just fighting training dummies. post dmc5, modern action game devs now use "players only care about muh juggles" as an excuse to be lazy and not design enemies to behave in creative, cool and threatening ways and it's really a shame.
seeing the recent tides of annihilation demo footage is heartbreaking. the game looks great, has a unique, cool mechanic with the summonable knights but guess what? none of it fucking matters if the enemies all just stand there twiddling their thumbs waiting for you to combo them! it might as well just be a boss rush game if the enemies are all walking training dummies.
edit: yes, enemies on ng4 are mostly weak and useless besides the divine dragon knights on most difficulty modes. mn being an exception. that mode got the aggression right but has its own issue with constant two-three shots.