Many bosses in the Souls games require you to dodge into them, Bloodborne especially. It's hardly an unheard of tactic and is found in a bunch of action heavy games of this nature. Not sure why this is a big complaint nor is having to learn how to dodge attacks. That is a big part of a good boss is learning their tells, the proper counter or reaction and so on.
I've played Monster Hunter for 10 years. I'm really critical about stuff like this because I've been through the worst hitboxes known to man, and I've also seen Capcom get very good at fixing them over the years.
Bloodborne's hard to compare directly to Nioh because it's got very generous invulnerability frames. Nioh has a fast dodge but jack shit for invulnerability, similar to MH without armor skills. So when a Bloodborne monster is flailing its arms around, the solution is always to dodge through it with good timing. Nioh needs a different approach, and bad hitboxes are more apparent since it's more about positioning than timing. I'm actually better at that than I am at Bloodborne so it's not a complaint.
To be more specific about my problem with the Ogress, if you see the claw swipes and back up out of the visual representation, you'll probably die. But if you just walk forward you're fine. I didn't have a problem with 99% of enemies in the beta but getting instakilled by some bullshit like that feels bad even though it was possible to learn that quirk. I'm hoping it's the rare exception not the rule because learning specifics like that for every boss fight would get tiresome. Based on the favorable reviews I'm gonna guess it's not that big a deal in the final game. Hell I think they actually put some work in on Onryoki as it felt like a much more fun fight in the LCT's twilight mission than it was in the alpha, maybe they did the same for Ogress in the final game.