Anyone who's remotely serious about tapping into the potential of top shelf action game combat isn't in it for the points. If you take scoring systems so seriously, it only makes sense to play like iconoclast described: find a dull but efficient strategy and do the bare minimum to get the job done.
The real appeal of a meaty combat system is in pushing the limits of the mechanics and finding cool applications for the tools you've got. High level play is an end in itself. If you're not in that mindset already, where you're playing with triple Wicked Weaves and Crow Offset in Bayonetta, or unpacking the subtleties of Devastation's Vehicle Attack triggers, a more demanding scoring system isn't going to get you there.
I think you're both right: people play for different reasons. Some want the SS Ranks and points for demonstrating the depth of their creativity; others want to be forced to get creative to beat the game.
I don't care about scores or making an effort to craft stylish combos for their own sake, which is why I love Devil May Cry 1, Ninja Gaiden 2, and TF Devastation; but am less a fan of DMC 3 and Bayonetta. The latter games offer me a huge amount of moves which I find superfluous - I can beat their hardest difficulties without
needing to use many of the tools provided.
If TF Devastation's scoring system isn't that great, that's a real shame for players who enjoy fighting for points. But I've found there are fewer action games that teach players virtuosity as a byproduct of strategy than there are games that let players win with a handful of bread and butter moves while allowing them to develop virtuosity for points or pleasure. Devil May Cry 4 does both well (you need to master almost every facet of the game's combat to survive, but you're also rewarded for being as creative as possible), but if TF Devastation only gets the former right, that scratches an itch for me that most recent character action games have failed to reach.
Because, again, the poster suggesting it's possible to beat the game on difficulty levels designed to challenge players (rather than just let them have fun and enjoy the story) is flat out wrong. Even if it is possible to beat Magnus or Prime with nothing but a mastery of the game's timing (which would be incredibly challenging and fun in and of itself: you have to be aware of every enemy and incoming attack on the battlefield so you can dodge and counter perfectly, or you'll die in three hits; so even if every successful counter attack is a mindless mash, the whole experience would still require virtuosity just to land those hits), you'll be much more efficient and will die far less frequently if you have a decent understanding of the plethora of mechanics at your disposal. You don't figure out how to combo into ground pounds, do them for fun a few times, and then never use them again. Once you add a new string to your bow, you'll suddenly find yourself incorporating it into your gameplay because it will help you survive. Obviously this efficiency and virtuosity has to be even more profound when you take on the Challenge Mode and secret missions, should you choose to engage with them.
Given its budget, weird RPG elements, and bizarre loot system, the game really has no right to offer the deep and finely crafted combat system that it does. But I've put more hours into it than any other action game from the past two generations. It's just fun as hell to play, and with five unique characters and dozens of unique weapon types, great pacing, no fat, and flawless enemy and boss designs, it keeps pulling me back in to explore new ways to play.