Context is everything. Capcom are preying on customer frustration. This is very clearly something they've focus tested (and more importantly, something they've seen implemented quite often in the mobile games industry).
I think this is overexaggerating things just a tad. I've played enough predatory MTX-riddled mobile games to know what this stuff looks like, and DMC5 is in no way on that level. I'm not in favour of microtractions as a rule, but neither am I in favour of slating an otherwise excellent game for having them if they're unobtrusive.
For clarity's sake, have you actually played the game? Your post sounds like a fairly generalized critique of microtransactions to the degree where I'm sure I've read all of those points before. They're by and large valid in the context of disgusting iOS cash vacuums, but I feel like the context of the game's implementation is being ignored here.
Capcom is offering you something when you're angry/annoyed/frustrated, and most importantly, when you're full of adrenalin and likely to make a silly decision based on emotion and not logic.
If you're reaching the point of being so emotionally frazzled as to buy your way past a hard challenge so you can move on to even harder challenges then you're approaching the game wrong. Character action games are hard by nature, and learning by failure is an expected part of the experience.
And, again, the game gives you enough gold orbs for free that the player is given a decent amount of free revives to reconsider their choice of difficulty before falling into the insidious microtransaction trap that you're trying to paint a picture of here. It doesn't even tell you that buying with real money is an option until you exhaust your supply of in-game currency and attempt to spend more.
It's manipulative.
But even ignoring the manipulation aspect, the bigger issue is the snowball effect.
First it's instant revives to avoid frustration, next thing it's "special" ammo or finishers, next thing you know basic consumables are chargable, etc.
This is a slippery slope fallacy. You present no evidence to suggest that this has happened, and the fact that the microtransaction implementation (a.k.a. buying red orbs) is the same as it was in DMC4SE - a game released four years ago - strongly suggests that it hasn't.
I'm all for principle, but when principle overtakes context it's time to step back and take a minute.
The core difference is in the presentation- the game over screen presents you with the same options as the old games, with the addition of using red orbs to revive instead of gold ones. That's as much an accessibility measure as it is a MTX promotion one, because red orbs are readily available in the course of normal gameplay and, as I've mentioned, the game does not tell you that purchasing with real money is an option unless you're skint.