I would, and Im not really sure where the misconception that Doom was all about running really fast through big areas not taking cover. That's a good way to get killed. I mean, yea, there are definitely those kind of areas where you just run around really fast(and even with all the runes, classic Doom is still twice as fast as this game), but a lot of Doom is about positioning. There's an ebb and flow to classic Doom this game doesnt have, and another large part is what you mentioned how segmented all the levels feel. There's the arena parts where a hundred demons spawn in, and there's the parts where you scourge the halls for goodies and traversal until the next arena, and rarely do these parts intwine. This feeling is pushed by Mick Gordon's score, which ratchets up only in intense moments then quiets down again, instead of just one song that plays throughout like classic Doom. The Doom 2016 levels lack cohesion of a great Doom map, and with the ultimately repetitive structure and limitations of its enemy design as noted earlier, it creates a game where repetition sets in a lot faster than it should.
The element of surprise too, another big thing thats gone. Because of how classic Doom maps flow, any room could be a dangerous new configuration of enemies, every area a new thing to take care of, all flowing one after another. With the way Doom 2016 is structured, you kinda just cruise control until you get to another giant room or you see a big glowing demon portal, and you know "Ah, another few waves of enemies, here we go."