Yeah, I noticed that part. I'm finding it hard to keep track of everything from the gore kills, to the chainsaw fuel, to the ammo levels of different guns, my (refresh timer?) grenade, and also which alt-fire mode I have activated, while also keeping an eye on health and armor all while I'm expected to be running and jumping around all the time.
Still a lot of fun, but it feels like there might just be one or two too many mechanics this time around.
Managing the different cooldowns should click with you as you play further into the game, and the combat is definitely an adrenaline rush when you have all the abilities are using them in succession, but I do agree with you. As many others have mentioned, Doom Eternal basically forces you to play the "right way", and it does that by adding a bunch of arbitrary requirements. In real life, chainsaws don't auto-refill, they don't give you ammunition when chainsawing someone, flamethrowers don't give you armor, etc. Sure, even from the very first Doom game there were similar elements to facilitate a fun playstyle, such as guns that didn't need to reload, and of course Doom 2016 introduced health drops when killing enemies to facilitate "push-forward combat". But Doom Eternal takes those elements and builds the whole game around it. Hence why I call it very "arcade-y", since the game has a very arbitrary video game approach to things.
And I think Doom Eternal is an interesting experiment in that regard. Why not go all-in on that approach for a game. It largely works and it's fun, but I do hope the franchise moves in a different direction for the next game. Or at the very least, they need to just scale certain aspects back to provide more of a "primal" gameplay experience while introducing other elements to keep the series fresh.