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If anything, it mainly concerns passive abilities, such as "archer," "melee," "flight," "magic resistance," "such-and-such creature," and so on, plus various "double attack," "counterattack," and other abilities that have been given to more units than before. There are a maximum of 3 active abilities, some of which don't seem very useful to me. In this case, it's more about remembering which active abilities end the turn and which are an addition to a normal attack, not forgetting about charges, hero attack, types of damage/creatures, and other things.
But even with this setup, you need to be more careful. The sixth game indulged in this; each unit had a plethora of medals in its profile – living creature, small/large, racial ability of such-and-such faction, and yet half of these things were extremely "captain-like." Although this trend started back in the fifth game.
I remember the droid mechanic from King's Bounty. It has more traits than average – archer, flyer, no penalty in melee, eyeless mechanism with a plethora of immunities and resistances, plus an active ability to heal other droids. It also has good speed and the fact that moving a unit in King's Bounty does not end the turn. As a result, we have one of the most annoying creatures in the game, which flies around the arena, shoots, and heals/resurrects if there is more than one stack of them. And this is still without the racial gnome ability (in those parts where it appears), because it's just a dumb piece of metal. Don't do that...
I don't see any "overload" in the fact that each creature has unique (almost unique) active and passive abilities. This actually deepens and expands the Gameplay. It's definitely better than the bland creatures of the seventh and ancient second games (we would, of course, criticize the 1996 game now). Where creatures differ only in visuals and stats. And it's not worth making the game in the HoMM series cater to casual players. They already have enough games...

Some units will inevitably be stronger, and some will be weaker. Instead of piling up a billion unique abilities and creating a huge power creep, wouldn't it be better to give each unit one, two, three, well, okay, five abilities at most, but together with the stats, they will play a significant role and make good units even better, and give weak units some stable, understandable niche. In the fourth game, the Nature faction prefers tigers to the only archer not because of its cool unique abilities, but because it is thicker, runs further, bites harder, and doesn't slow down the squad on the map. In the third game, they summon earth elementals not because they are so cool, but because they are the fattest piece of meat of all four, good luck digging them out. There, the centaur is considered one of the best units of the first level simply because it is large, fast, thick, and bites. When I played as Tau in the fourth game, I carried a whole herd of nightmares with me only because they have a super valuable terror ability, and this is essentially the only thing these horses can do; their stats are good, but not mind-blowing. In the same King's Bounty, which I love and praise, along with cool units covered with a bunch of abilities, there are also simple archers, swordsmen, wolves, bears, and other orcs, which are not very interesting in their army, but when there is a shortage, you can take a thick and biting stack that is difficult to dig out and everyone hates. And if you randomly slap all sorts of cool abilities and cover a unit with them like a Christmas tree, it will be like playing war as a child: "I killed you!" "But I have immunity!" "And I have immunity to your immunity!" Better less, but better.
Even chess, for example. Here, the units don't impress with their diversity, nor are there any abilities, or even basic stats. And yet, it is considered a super elite game for super intellectuals. I remember when I was a child, my dad played Heroes, and I thought it was just chess with beautiful graphics and hexagons instead of squares.
А, вот почему.
🏹🎪+⛓️♿=💕
🏹🎪+⛓️♿=💕