I mean, AI bugs pop up in every game, but this description...
Combat doesn't work well in crowd control situations at higher difficulties. The combat arenas feel too tight and FoV begins to feel too narrow and you are constantly getting hit by off screen enemies to complete any basic combo. Souls games and BB suffers from this as well but to a lesser degree. You can't attack left or right as effeciently (in Souls games you have some degree of control to attack on the sides if you haven't locked in on any enemy). Turning off "recentre camera" helps but animations take too long to catch up to the number of enemies on screen. This is when Kratos feels like a tank to control since you have to align the camera to bring the enemy reasonably in front of you to land attacks. And the heavy attack don't always start a juggle. The animation is quite long so its always a gamble since enemies can kill you with 1-2 hits. Atreus commands aren't reliable and threat indicators are absolutely necessary if you want to survive at all.
Give Me God of War basically forces you to cheese enemies. That's why the challenge wasn't fun and plenty of people dropped down the difficulty since it feels cumbersome and not rewarding.
...is far more problematic at a fundamental level. The game's design considerations appear to break at a higher challenge level. Games like TLOU Part II, on the other hand, are best played on their highest difficulty, as the higher scarcity of ammo and lower health evokes a sense of tension that works in tandem with its design goals
P.S. I don't recall you breaking Sekiro. It was more like the game
broke you. Ussay break tou mainain kia tha, woh bhi with visual evidence