Variable sound tiles? You mean how much sound varying by surface? That absolutely exists - shattered glass for example, water, etc. And stealth meter is still there, just individualized per character with the eyeball thing instead of a generalized thing.
The maps aren't THAT linear - 2nd mission has plenty of options available even though it has a few linear "chokepoints". The worst offender of Thief (2014) is far less linear than a good hunk of the back half of Thief (1999) for crying out loud - the levels with raptors and skeletons literally had very few optional choices to make.
"Free tabling" if you're talking about free jumping stuff like I'm thinking you mean was an odd omission but likely helps the contextual movement that they added which is pretty nice. As for the animated chapter breaks - you should well know that's a relic that doesn't get used anymore. (Heck didn't Thief: Deadly Shadows even skip them?)
Don't get me wrong, it's got some serious rough edges - but most of what you're talking about is just modernizing of old variants of things.