(1) At the risk of repeating myself for a third or fourth time: you're conflating "easy" and "dumbed down". Things can get harder because they've been simplified in some way. In this case, defending in the NFG was notably tricky because you couldn't use essential tools in order to defend, such as RS switching – a mainstay of the series for years now and something that you simply must do to cover lanes and anticipate runs. The ONLY way you could remove something like that, and still have a team that can press intelligently is if: (i) you have very competent and reactive AI and (ii) you have detailed tactical options that the AI can carry out or (iii) the selection logic is perfect. We have none of those things, and we had none in the NFG, and as a result, the net effect is dumbed down. It's the sort of scenario where everyone suffers because those who wouldn't use more advanced skills (manual switching) or execute a better understanding of the game (through tactical changes) are put on a level playing field with those who do posses those skills and insight.* That's a dumbing down. A change of defensive controls so you can't barge with X is not sufficient to change this net effect; far from it.
*there, I'm portraying it as PvP, which is how the NFG games were of course, but it carries over to single-player – you can be a more skilful player than I am vs the COM along those metrics: playing skill and tactical awareness.
(2) I think the effect of longer power bars is muted when you consider how much more difficult defending is (because dumbed down!). We'll see. But I don't think this is a very new feature anyway. Anyone who plays PES 2021 11v11 FUMA (because so much more congested in the midfield) is intimately aware of how different skill traits, attribute levels, and playing styles can affect the use of lofted through balls (of different kinds) – when you have a millisecond to pull something off, you'll often go for an X pass as the only thing that doesn't have much animation wind-up, depending on your player. I'm very much unconvinced Konami are adding anything new to the game with "sharp kicks". We'll see.
(3) I think 3 is very weak. It's reminiscent of the infamous "free as a bird". Staffan mentioned the blue bar, which is definitely something that puzzled me on the footage. I would have to really study it to see if the ball was actually more free and what conditions favour it. I didn't feel so playing FUMA on NFG – if anything, I felt it was a tad more assisted, though someone else here wrote the opposite. The other thing, though, is that with the player selection logic being considerably worse in the NFG, and AI being dumb, there was often acres of space around players. (At first – it makes me laugh to remember – I thought we finally had a midfield game in PES, but it was actually just the duel cam zooming in so close I couldn't really perceive properly!) So naturally some balls will be loose and land in the empty spaces. Kimura loves his empty spaces after all! Those beautiful 5 metres around the ball 😍
(4) If you used 2nd man press in automated/mindless fashion in PES 2021, you were generally at a disadvantage. You were better off overriding it to make the tackle manually. I also think it's odd how people regard it as assisted, but not letting the AI sit in tight low blocks, as became an online meta. If you just harass the ballcarrier with an active player and leave the AI to cut out balls, that is overall a very assisted way of playing when you think about it. If, however, you're using manual switching to select defenders, bringing them across to block lanes, simultaneously holding second man press to close down space, then switching to that player or to another to bring across – all of this in a cycle (that's how I defend to smother space and goad the opponent into certain zones), it's incredibly hands-on. It's not "assisted" just because part of the defensive cycle involves holding a button where the COM player approaches the ball. It's certainly no more assisted than letting COM players sit in a block never leaving any space in behind. You're making the decision to bring in a player and how far to bring him in, rather than letting the AI logic determine what happens with that player.