I love the Souls games, but yes, I agree. The enemies are generally pretty dumb, and because they are usually standing around doing nothing in convenient clumps of 1-3, you can see exactly how dumb they are at all times. Of course, I never noticed the enemies in Crysis doing anything smart except "attempt to flank if there are 3+ enemies, throw grenades when the player is in cover, move in a spiral when the player can't be found" either, which is basically the FPS version of Dark Souls' "shield bash when the player has shield up, lunge when the player tries to heal" simplistic AI.
The reason it's more obvious in a Souls game is because the stakes are so high - even the regular enemies are quite capable of killing you, especially in small groups - that newer players are very reluctant to attack until they've memorized the pattern. An "unpredictable" enemy who's more random, attacks faster, moves around a lot, and generally behaves more like a competent human player is treated like a boss or mini-boss, because they have about a 50/50 chance of killing you. (Havel, Heide Knights, etc.)
For all the vaunted "difficulty," Souls games are not supposed to be masochistic challenge-fests. They are supposed to give you a steady diet of progress, but make you work for each bit of it, in order to generate a feeling of accomplishment, satisfaction, and relief. If the enemies were actually on par with you, you'd statistically never get anywhere, so they have to have a substantial weakness to compensate. The reason Souls fans describe the combat as "weighty" or "real" is that they don't take the standard action game route of making the enemies substantially weaker and slower than the player; instead, they make the enemies dumber.