Those are all great things Gwent has going for it. What I personally don't like about Gwent is it is very linear. You have a small deck and typically will only draw half your cards. From the cards you draw, you only interact with each one once. Your decision point is in what order to play the card and where. Once it is on the board there is no more decision points for how to use the card. This type of strategy works better in boardgames where both sides have exactly or very similar card sets. Or you have some working knowledge set of what you are up against. I don't think Condotierre had any aspect of collectible card games when Gwent borrowed it's gameplay mechanics.
I'm don't think that's very accurate/fair; just because you don't directly attack or defend with your cards like in traditional CCGs doesn't mean you don't interact with or make decisions about your cards after you're played them. The continued presence of cards on the Gwent board lends itself to obvious multi-turn interactions with all the various systems, abilities, and mechanics the game has. Gwent just happens to share strong elements from games like poker where a significant portion of the strategy layer is based on card abstractions and the sequential nature of player actions. Is it really different decision-making? Absolutely. Are they inherently less strategic or meaningful decisions? Not at all.
To your other points, most Gwent decks are about 25-30 cards, which is basically the same as Hearthstone. And if you've properly designed your deck with thinning mechanics, you're probably going to use/draw closer to 2/3rds of your deck, which is again comparable to Hearthstone. And just like how Hearthstone or any other CCG works, if you want to be good you have to have a working knowledge of the entire card pool (Gwent actually has a relatively small card pool too). It's not substantively different from the rest of the genre in these respects.
As for interaction points, let's remember that just because you can attack/defend with minion cards doesn't mean you're actually making strategic decisions when you do so. Pirate Warrior and Face Hunter already know what they're going to be doing with their minions before the game even starts; it's not a strategic decision-point to go face. Conversely, just because a deck like freeze mage only interacts with their cards once doesn't mean they aren't making compelling strategic decisions about when and how to use their cards.