I don't disagree, and I think it's been reflected often here at how DMC can easily transition into this format successfully, and can almost be a continued service platform. It's a great idea.
However, I wonder if Capcom is a little gunshy about targeting the hard core and not fully delivering on casual expectations after SFV. They underestimated the demand for single player modes in a competitive fighter, if they scimp out on story and continuity in a DMC game, the casual base might similarly have concerns.
Then again, they've taken some leaps with RE7, and RE2Remake is definitely an attempt to win back the old crowd.
At the end of the day, I think it's important in how it's marketed and it's important for them to deliver on promises. That's key.
I don't think making the mission structure less linear can't mean a fairly typical gated structure where there are "story" missions bookended by cutscenes - there can be just as much story progression, just a lot less pulling levers and carrying puzzle-gems around and stuff (and a lot less navigating through fairly dull environments, and *zero* platforming).
It could easily have plenty of story content. Honestly, the fact that existing missions/chapters in the series are *already* tucked behind a menu means it wouldn't be any less immersive either.
Since you mention fighting games, though, I'd love to see the assorted in-game arenas be as varied and expressive as the ones you'll find in a fighting game. Instead of the let's say 70-100 different screens DMC4 has (most of them pretty unexciting), give me like 20 and make them really gorgeous and interesting to look at, and set lots of missions in each of them.
I think this has the potential to be a little different - a less linear mission based structure doesn't have to mean rolling out the game with nothing but variations on Bloody Palace. If anything, depending on how it's handled, it might actually help the game's reception with a casual audience. Content focusing on multiple characters spread out between a main storyline and various side missions would provide more of an incentive to spend more time with the game for players who otherwise wouldn't delve too deeply into running through the whole thing multiple times, trying out Secret Missions in their current form, or going through Bloody Palace; taking away the mass-market stigma of being 'just' an eight-hour linear action game without really changing much of the central content.
And yeah, what I'm picturing would be something that could actually have subplots and sidequests and stuff, which the current DMC-series structure can't really structure. Also, a much more substantial amount of unlocks (optional characters, optional weapons, optional bosses, costumes, etc).
I remain convinced that it'd allow the game to feel (and be) much MORE content-rich, wouldn't damage its ability to deliver a story, would helpfully double down on the score-attack side of things in a way that'd cut out the red-orb-collecting bullshit, and would generally feel much much more inviting to casual play-it-for-the-story gamers without sacrificing anything that hardcore fans care about.
I definitely don't think they should take the story out of the games. But having to run from point A to point B and look at the scenery instead of jumping straight to the next battle or next cutscene? Completely not needed and it adds very little to the experience.
Dozens of smaller missions the size of DMC3's chapter 1, 2, or 20 would be so so good.