If one feels uncomfortable, not able to mix gun combos up but restrictive to what will work and then have to learn set combos vice exploring various other successful methods -> I think you will lose your audience and that is what it appears to be doing.I think that's the point though, Ryom .
The goal of Doom Eternal is for every fight to feel like a very frantic, high-octane shooter, where you're forced into using every resource in order to come out the other side.
It's akin to having an action movie where a guy empties his clip and then drops the gun and has to grab another gun off the floor and use that. Although it isn't literally that in terms of gameplay, the idea of having to grab the ammo and use whatever you have available fits into that sort of frantic, frenetic pacing.
Doom Eternal I think wants players to feel uncomfortable. If you can use the same 2 guns through the same gun and ignore everything else, then they've also removed a variable that makes the game more challenging, such as proficiency with every weapon and using the right weapon for the job rather than the 1-2 you "want" to use all the time. Which is also why I think the movement set has been expanded. In order to play the game well, you have to be a master at moving through the environments with the move-set (wall climbing, double-jumping, bar swinging, not-withstanding), and not just have the ability to circle strafe around everything until its dead.
If that game style isn't for you, that's fine. But I wouldn't describe resource management as a core mechanic necessarily something that is only for MMO or 4X's or strategy games in general.