If anyone calls SOTC a game for everyone, they're lying.
If anyone who says SOTC is perfect, they're lying.
Simply put.
But that being said, SOTC is one of my favourite games and I'll say without a doubt it's one of the best from it's decade. Is the game clunky? Sure, but it's very unique, intense, beautiful, and while "artsy" is still very much a game. The stuff it does right outwieghs what it did wrong.
Most of these criticisms I see in the OP and comments seem to be common, and aren't without their truths *cracks knuckes and contributes*
Useless Camera: I assure you, while SOTC's camera isn't that good, I've played worse. Japanese Spyro The Dragon's makes me physically sick. I can't play it more than 30 minutes without getting motion sickness and a wicked headache (did I mention the game did crap in Japan? I WONDER WHY). It makes SOTC's look like a gift from the gods. If anyone decides to play it, you have been warned. Wander never had a foot fetish in my playthroughs, but it is rather slow and clunky to adjust or while you aim. I won't defend it on that angle. You know what's worse? Try fiddling with that camera on the PS2 version while your console is seizuring on the floor trying to maintain a framerate (and ultimately failing).
Bow: Never herd of that 0-0. Is there a sensitivity thing you can adjust? Mine was always slow. I will admit that the crosshair is a little tricky to see. Could've been made a little bolder so it could pop out more.
Unresponsiveness: *throw arms in the air* I'll admit it's the biggest flaw the game has, and Ico was even worse (and then you're stuck with triangle as jump. X's current assignment is one of the lesser used commands, so why it's at the most accessible symbol button is beyond me). On the PS2 when the framerate was awful, it was made into a huge liability when you're flailing around trying to avoid getting squished or falling. Far from unplayable, but I will grant mercy to anyone who says the unresponsive controls are a turn-off. However, there is a sense of vulnerability you get from some horror games. Not calling it an excuse, but something I noticed. People already noted the R1 method of getting on Agro, and unlike Ico, you can change where the controls ar mapped. I for one switched X and triangle (ie where they should've been the whole time)
Agro: Never ever had a problem...ever...in the years I've played, and yet I always see people call Agro horrible lol. I must be gifted with AI animals, because Agro has always took care of himself pretty well and obeyed like an eager dog, steering around paths and rocks and coming when he's needed. He gets spooked a lot, but meh, at least he's better than real life horses (they're such wusses). I just hold the button and let him do the rest (steering when needed). Not perfect, but I always found Agro a lot easier than Epona (who I found hideously stiff and lifeless in OOT and TP) or the Assassin's Creed horses (damnthemplz). Plus I've seen some awesome glitches with Agro lol. Once he glitched into oblivion...when I needed him to beat that colossus. It was terrifying since that boss could kill me so easily but...Agro just rode the snake into the ground and vanished with him LMFAO.
Map: Agreed, not the best, but if you're playing the story then you don't need it too much. Follow the focused light rays on your sword. Your map will only really give you an impression where you are in the map, and you need to explore the vast world to get where you want to go. If you go the path the game intends and nowhere ese, then you miss about 30% of it. Damn shame. Of course it's irritating when the light points right at mountain, but you can always poke around. I've never been totally lost, and my sense of direction is awful.
I actually saw a review of the game where the dude said he couldn't find the first colossus and completely slammed the game. Even if you don't get the light thing, the game hints you at the last bit of the cutscene to run straight out the door. Unrelated to OP, but just sharing.
Tutorials/Puzzles: Manual, 1st colossus tutorial and control menu. That's all you need. The game eventually does give you tips, but they're pretty vague. The rest of the game is very subtle in teaching you the mechanics as you learn, somewhat like Portal. Experiment and try to use your resources, colossus behaviour, and environment to your advantage. Think of it like MacGyver. I have a sword, a bow, and a hidey hole in a temple while a big beardy dude is lumbering around, poking his head around. I need to get to head to go stabby stabby. Hey wait...I KNOW!!!
I'll admit again, #4 is a tricky little bastard and his AI is a little loony. I managed to figure out how to peg him without a walkthrough (oh man did it feel rewarding) but he is one of THOSE bosses that make you wonder what the designers were thinking (even though he has two intended solutions, but they both require him to be in the right spot). I EVENTUALLY got it after remembering when Dormin said "It is giant indeed but fearful, it is not" and noticed how curious he was at poking at and inspecting the shelters. Even though I know how to beat him, success depends entirely on him falling for it (and I must say, he's clever and really doesn't want me to beat time attacks) rather than your own skill. PS3 version feels harder in that regard because the AI (and Wander's balance, while we're on that topic) seems a little...off.
SOTC's faults are more or less highlighted there to a T. However, the game's atmosphere, immersion, story/premise, graphics/animation, artistic direction, world, music, colossus battles and designs (hell, the colossi themselves), etc, make it up for a lot of people. Flawed? Indeed, but still deserving in it's own right to be remembered and learned from. Jim Sterling I hear isn't a fan of the games for most of thes reasons, but still has the respect for them.
TLDR: Disagree with OP but has many good points that may be game-breakers to some but not others. SOTC is not for everyone and is far from perfect, blah-de-blah. Oh and Agro is still awesome :3