I feel like a good amount of Souls-likes are a bit too literal in their interpretation of the formula, so in that sense I kind of agree with you. I'm not at all exhausted by the style of combat though, at least in the case of FromSoftware games I think it lends itself well to the type of game they design. The limited amount of mechanical depth (light attack, heavy attack, roll, block, parry) combined with extremely dangerous and oppressive enemies works well to create an atmosphere of desperation in combat, where you're encouraged to rely on and abuse whatever tools you have. I think Nioh is a great example of being creative with the formula, adding extreme combat depth, giving it a more action/arcade feel. Even Sekiro largely ditched the dodge and build variability for a highly specific parry rhythm action game.
That being said, Dragon's Dogma is fucking awesome. We could do with Dogma-likes in addition to Souls-likes, maybe Dragon's Dogma 2 can do something about that.