Dodging is an uncharted mechanic making it's way into TLoU, that's a game with a very contextual melee combat as well.
Point is, usually in a shooter, you don't have a fleshed out melee combat like DMCV, at most you have a slow clunky melee like Souls series and that's best case scenario, something like Remnant?. ND found a way with contextual animations and what not to make this clunky melee actions cooler and since they are good at animating and stuff it really shows the quality. It's not about taking control away from the player, it's more about making something very simple and clunky look better. You still can throw objects on enemies faces to stun them it's only lacking a CQC system like MGS with the 3 or 4 hits and the grab variations, but you get the best of that game for this context. Choke, hostage, throwing enemies to the floor, and hand to hand combat.
Hand to hand combat is better than in MGS's if you ask me, since enemies here can defend themselves and are not caught staggered in a combo if you start before them.
It would be cool to aim for the head with melee weapons and stuff, but that is something that nobody else is doing either. Regarding CQC and shooting mechanics this is not that much far away of something like MGSV.
Think about it, what can't you do in TLoU that you can in MGS combat wise, not movement:
Non fatal hostages?
Shooting while prone?
ledge grabs?
chaining CQC?
IDK if this things would fit or make TLoU have better combat.