Adaren: that's it, the visuals and hitboxes are off by your own admission. Our eyes decieve us: the weapons are much bigger than they look and IF it was a tuning issue, it MAY had been one done in desperation to inject difficulty (something I'm coming to agree with the Matthew guy more and more after consideration) by any means necessary. Not by AI patterns, not by sheer functionality of attacks, not by damage, but by monkeying with hitboxes, which exacerbates the ADP adoption.
Pixel/polygon-perfect gameplay has been reknowned as the goal for action for decades for a reason. There were always messy, unoptimized, loose combat and those games got their lunches ate by the SMB, Megaman, Street Fighters, etc of the world who knew to make hit/hurtboxes fair, accurate and the fighting memorable.
Would our old friend Astorias be as beloved as a bossfight if you came up from this down HP or being grazed by a gauntlet being as damaging as a center-mass blow?
This does neither and goes against it. This could very well be a mistake, I will go to bat saying maybe ADP has a hand in it and didn't work well as they implemented it. Maybe they got careless tuning and broke hitboxes/enemy spins to do that. But it isn't quality like what came before, and it comes off like a crutch in any means. We correct so they can learn.