What constitutes "Depth"? Cuz i thought Bayo was boring as hell. Repetetive encounters, Horrid weapon switching, Way too much time is spent on irregular gameplay segments, systems are poorly explained or completely unexplained, using the trigger to dodge (seriously, never put a timing sensitive action on a piece of shit trigger. Put it on bumper or face button)
If you don't know what constitutes as depth in character action games then why, exactly, are you trying to argue God of War or DmC have more of it than Bayonetta?`Bayonetta simply HAS more depth. It has all kinds of moves, attacks, weapons, skills etc. that you can combine in the craziest of ways, something God of War & DmC objectively don't have at all or have significantly less of. There's nothing like "create a firebomb with fireclaw charge attack, go into witch time, beat an enemy around quickly and then switch to the whip and throw the enemy at the firebomb before it explodes to finish it off" in God of War or DmC. That kind of... creativity with the combat system of either game simply isn't possible, certainly not in the scope or level of Bayonetta. Not that they are completely inadequate action games, but they've got nothing on Bayonetta or DMCs of old.
I don't see how the encounters can be repetitive as the enemy variation is pretty big (not only are there plenty of different kind of enemies, but, for example, those enemies can be normal or enraged, which means you have to approach the situation differently, and some can be immune to witch time etc.) and even when it does put you against the same enemies, mid-bosses and even bosses, the scenarios have plenty of variation and one battle doesn't always feel like the other. Fighting one mid-boss the first time might be completely different from fighting it the second time. Some scenarios can be mostly cosmetic, but they can still be really fun as they put you into really epic situations that are just fun to experience.
Way too much time on irregular gameplay segments? Umm.. the Space Harrier segment takes, like, 10 minutes at most & it isn't really all that horrible, maybe a bit meh at worst (it's just annoying it's before the best Jeanne fight) and the motorcycle segment is probably even shorter. Those aren't the best things in the world, yeah, but they are really short and after going through them once on any difficulty you can just skip them. Otherwise the different scenarios do nothing but bring great variation to the game.
And lol, fuck no at putting anything on bumpers, THOSE are shit. There's nothing wrong with the dodge being on the trigger.
And I don't feel anything is poorly explained. I learned most of the stuff by myself except for the super-advanced stuff. The game explains the basics really well, then kind of throws you into the deep end and you have to keep improving your skills if you want to survive. That's not bad game design, that's the good kind (the non-hand-holding kind that is so rare in today's games). The only thing the game DOESN'T explain that it should is that the cutscenes can be skipped super-quickly with Right Trigger + Select. THAT they should have told everyone very cleary in the beginning of the game.
There's some legitimate criticism towards Bayonetta (some of the suddendeath QTEs are immensly annoying, it's a bit rough around the edges at times, other than the awesome combat coreography, the cutscenes & story overall are pretty shitty), but pretty much none that you described are some huge fundamental gameplay/in-game problems Bayonetta suffers from throughout the game, but they are, at most, just small annoyances you might suffer from in some short segments in the game. Being boring is not one of them in a game that puts you into some of the most over-the-top, epic, ridonculous situations ever created in action games (and maintains player control in many of those) while also providing a fuckton more depth than all God of War games combined. If anything, it's almost exhausting just how intense the game can be and how it can just keep pushing you to your limits a lot of the time (there are some quieter/slower moments, but then there are long stretches of climactic scenarios followed by climactic scenarios followed by climactic scenarios etc.)
Just because you can be a wuzz and whore a single powerful move to turtle your way through the game (you can do this in GoW too, you know) doesn't magically just remove the immense depth of the system that you can tap into and be so much more efficient and the game be so much more fun to play that way. You can play almost every game with some pathetic coward tactic and those are usually the least fun ways to play a game. It usually requires dedication to be able to play through a game in such a boring way while the rest of us are marvelling at the complexities of the combat system and trying our best to get everything out of it.
So sure, if you've played through the game repeating one move, it can be boring. Someone could play through a Ratchet & Clank game with nothing but two or three weapons, but they'd be missing all kinds of fun weapons. It's your own damn fault, the game pushes you to try out new weapons, skills, tactics, moves etc. throughout multiple playthroughs by constantly giving you new stuff or putting you against new types of enemies/scenarios where you can try to improve your skills. If you fail to take advantage of that, it's not really the game's fault.