I am in the minority it seems, but I loved the monster encounters in SOMA.
I kind of did a Frictional marathon the week leading to SOMA's release, I played all the Penumbra games and both Amnesia games before SOMA hit. Penumbra stands as my personal favorite work of theirs, but SOMA definitely is a different take while also keeping some of the staples they have among all of their games.
The monsters in SOMA hardly have any punishment as they will usually down you once (and you get back up and a bit to escape), and then the second time you go to the last checkpoint (always right before the encounter starts), though it is a bit more challenging than Amnesia (which will actually despawn monsters after they've killed you).
None of the monster sections are that long, and the monsters have wonderful variety and sound design to them. They tie in nicely with the narrative, especially some of the later monsters, and often have a lot of interesting details in the environments around them to talk about different sides of the story without a single word.
I can understand those less experienced with horror games may dislike them, and I take it some here that act angry at the monsters as a design decision are just scared by them (I find some people respond to feeling tense or scared as a negative thing and will get angry and repulsed by the feeling and actively criticize whatever was the cause of the feeling), but I don't think they were walls to progress in story or anything. Maybe I only feel like this since I love horror, I expected monster encounters because it's a Frictional game, and I actually feel a number of the monster encounters are very well designed as a fan of horror (especially in the last third of the game), but I just feel kind of weird seeing people act like the monsters in SOMA are some glaring obvious flaw or something like that. The game is a bit different than Frictional's other games, and one area is encounter design. But I thought they made the monsters, encounters, and the like quite varied, and felt they helped the game's atmosphere rather than take away.