For me, it comes down to the game design of having encounters amount to fighting off waves of badguys really doesn't fit the tone of the story they were trying to tell in TR2013, and more than that it's just a tired design at this point. I think a lot of games can work with that style of encounter design, specifically ones that are set in the middle of a war.
For a story about survival, having Lara mow down literally hundreds of bad guys without comment or remorse just doesn't really make sense. I think something like what The Last of Us did, where individual encounters with enemies would have far less people to fight, but individual enemies were much more of a threat, would make a lot more sense for the story they were trying to tell. Granted, the story was crap either way, but I'm talking more about tone, than about the plot itself. But game designers just keep going back to the obligatory waves of badguys design, because that's what they know to work. It gets boring after a while.
But beyond that, I didn't particularly care for the combat in TR2013, so for the most part every time I had to murder wave after wave of enemies, I would just want it to be over, and then another wave would show up, adding to my exasperation.