I can see your point about the sandbox aspect, but the guide they have on their official wiki told me to specifically kill the enemy. And it does have a specific way to beat the level as it's quite literally impossible for me to kill the bandit alone, so stunning and then talking to Cecily was quite literally the only way to pass that part of the mission.This game leans pretty hard on knowledge check and thinking outside the box. In typical RPG, killing would be the answer to pass through a situation, and since most RPG players are used to this gameplay flow, this is the first thing that come to mind whenever a situation involves dealing with ennemies. This is a sandbox RPG, there's no real concise direction, you have freeedom of options here, it's up to you whether or not you want to experiment. You found out that instead of killing the bandit, you just had to stun him, free up Cecily and have her and Gray Rat kill this stunned bandit in your place. This is what thinking outside the box is. The way to deal with one situation isn't linear. Don't shy away from consulting guide if you get stucked. That's the whole point of learning.
Though I can understand your frustration regarding the game's main mechanics. The first time I played this game, I also went through lots of struggle, however in my case, I got super addicted to the game instead of being put off. I personally think most of the negatives you brought up are a positives to me. The janky combat (or slow/controlled combat as I like to call it) is a positive to me since it enhances the strategic aspect of the game like positioning, taking advantage of environment, etc which is my preferred type of real-time combat as opposed to a typical hack and slash with a more fast paced combat. The stamina makes you want/need to plan your moves. Not having this stamina system and going with the typical HP/MP design would make this game extremely easy and far less interesting since lots of unique and interesting tricks proper to a game like LonaRPG relies on this stamina system.
Still I get it's not for everyone, there's lots of micromanagement and hard thinking to do in early play. This game is a RPG first that's akin to a Dark Soul game before being a porn game (there's very little porn content for you to enjoy here, unless you like super violent porn).
I'm not unfamiliar with this style of combat. I have played Violated Heroine and found its combat decent. The issue is that most tile sets are way too small, there's no strafing, and everything is dark af. Add on top the extremely twitchy enemy AI, and it's frankly a chore to kill anything that takes more than two or three hits to down. If this game were a tactical turn based rpg, then the tile sets would've been perfect, but this isn't.
My main issue with the stamina system is that you have to go out of your way to regenerate it. Once again, if it were like Violated Heroine and regenerated when you did nothing, it's be fine. But the fact that I have to specifically use the rest key to regenerate stamina is just annoying.
I just feel like 90% of the issues with this game would disappear if the combat were in the style of a tactical turn based RPG.
Oh, and the fact that I literally cannot cancel throwing a rock for distracting is also stupid.
Edit: The pathfinding for the companion AI is also so dogshit lol. The rally trumpet skill barely does anything.