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I don't see any "overload" in the fact that each creature has unique (or almost unique) active and passive abilities. This actually deepens and expands the gameplay. It's definitely better than the bland creatures in the seventh and early second installments (though, of course, people would criticize the 1996 game now). Where the creatures differ only in their visuals and stats. And we shouldn't make the game in the HoMM series cater to casual players. They already have plenty of games to choose from...
I agree that, given modern realities, we shouldn't rely entirely on the third installment, where there were only 10 not-so-interesting abilities in the castle. The problem is that the abilities in the game have absolutely unmemorable and uninformative names. Ideally, you should read all of these abilities, and if you don't read the last line, you'll have to figure out empirically that Inquisitor_Sh can suddenly use the "Enchanted Armor" ability, which suddenly increases their speed, and they'll rush towards your archers to cut their numbers in half. Or another example, related to hero skills. I attack Temple units, kill angels, the animation of their death plays, and then, without any animation, they are resurrected and give me a beating. Why? Even if you open the unit window, there is no information about this. It turns out that this is some kind of faction skill of the Temple, which resurrects units after death! You can only find this out through trial and error, or by asking people who know the game well.
So, it turns out that for wanting to play "relaxed," the game punishes me for not opening every faction and memorizing every faction and every unit before the game. Even in "non-casual" games like Dark Souls or Sekiro, you clearly understand why you died, which makes it interesting to learn and overcome all these obstacles. I hope that this part of the game will be simplified or made clearer by the early access or release.