On a fundamental level I don't have a problem with Sonic games that have slightly different physics than the classic games. What I do have a major problem with is that large chunks of level design from classic titles are used but the physics system is not able to cope with that level design, and so bandaid fixes and scripting are shoved in every few moments to make it 'work'.
Look at the S shaped tunnel Sonic walks in at 0:40:
https://youtu.be/q1wYD5b4VUw?t=39s
This piece of level design actually had a function in Sonic 1. The faster you went in the more speed you gained and the higher you launched into a bunch of rings at the end. Here it's irrelevant what speed Sonic is going at as he enters the tunnel because there's a script that automatically sets his speed to max. Then we have a boost pad at the end because Sonic Team played this section, realised he won't have the speed needed to clear the loop right after the S tunnel and so stuck a boost pad there as a bandaid fix.
There's no point in the S shaped tunnel being in this game if it can't be used to gain speed natually. If they're just going to use scripts and boost pads anyway it serves no function other than to look different.
They literally have to get the game to play itself in these instances to make the level design work correctly and to me that's a failure of game design.