Y'know, I rather liked the 'horror' aspect, not so much because of the OH SHIT TEN THINGS POPPED UP part, but more the "...wow, what if that actually existed" part. This of course doesn't really have to do with the game itself, but the backstory of the "necromorphs."
As for the complaints about it being all busted up, well, the USG Ishimura (USS Kill Beast Buffet) WAS a fairly nice place, you can sort've see from the less damaged areas. Look at the Captain's Quarters, for one example. Thing is that the Necromorph growth kinda got every-fscking-where and started destroying systems in its growth path. I mean, you can't really fault the dev team for trying to show that off, even if it does result in "cliched half failing starship."
The zero gravity was insanely great though, and the muting of all sound in vacuum (except sounds you made) was a great immersion factor. And really, the citation of "can't feel for character" holds plenty true with other voiceless characters, like Gordon Freeman (granted Valve made you feel for the characters around you, instead of Gordon himself). I also liked the minor HUD-less approach they went with, putting your healthbar on your spine, your stasis energy bar next to that, and popping up video/inventory in a hologram in front of you. I'm surprised you make no mention of the lack of "suck thumb under table to regenerate health" mechanics, Yaht.
Yaht, if you ever get the time away from new releases, I'd kinda like to hear what you think of Prey.