if we lived in a world where methodical animation priority action games were even 1/10th as prevalent as CODs or cover shooters, then it would probably make sense to make those distinctions more clear.
as it stands, we've basically got two major series that are even attempting something like that, even if they go in very different directions.
That's true (though it's not like stamina based action games are only relegated to those two series), but the point still stands that you can't just say "animation-priority, stamina-based, GO" and say that each game shares the same principles. You make the distinctions clear when they are clear, and even stuff like lock on and pacing are very distinctive from both games.
Hell, I'd even argue that monster hunter is more about managing animation and timing, while the souls series is more about stamina management. The only real stamina management you need in MonHun is to make sure that your bar is full, or if you're using dual daggers.
BTW, my argument is not that they don't share similarities, it's that they're different enough that you can't expect the entire fanbase of each to overlap, even though they do have quite a bit of overlap.