I don't mind parrying if is a good implement mechanic
I kinda hated action games when your character COULDN'T parry — felt like you shouldn't be able to survive two minutes into the game without it.
I know some people on the Internet and social media complained about parries appearing in "too many" action games or just thrown in there. While you have some points, parrying has always been around and resurged in other games at some point or another. Not just because of Sekiro, Dark Souls, Ni-Oh or whatever else afterward did it.
Crash course: parrying or counter attacking was something that usually stayed in fighting games. Parry (Street Fighter 3: Third Strike), Just Defend (Garou: Mark of the Wolves), Alpha Counters (Street Fighter Alpha), Crossover Counters (Marvel vs. Capcom), etc. Obviously, they didn't stay that way, and mechanics such as these found their way into 3D Action games of the Stylish Action variety. Devil May Cry 1 has a simple parry system of either knocking projectiles back or attacking an enemy at the right time to knock them into a stun. DMC3 took this further with the melee parry and Royal Guard being the fighting stance that is 3rd Strike style. Itsuno would perfect this further with DMC4 and DMC5. DmC (2013) went with a more simplified parry mechanic, but could still be challenging, but is the easiest to master of the franchise.
Getting ahead of myself, there plenty of games that did parries before back in the 6th generation of consoles. Hell, even in the 5th generation with certain RPGs or Action RPGs from the Japanese side. When the Stylish Action genre took off or pre-taking off you had games like Ninja Gaiden (2004), God of War (2005), and Onimusha (this game came out before all of those and DMC) have advanced or hidden block/parry mechanics. All of them functioning differently, with GoW (2005) being the easiest to perform by comparison. There were plenty of other games: Bujingai: The Forsaken City, both Otogi games, Samurai Western, and a bunch of mid budget PS2 action games had parry/counter mechanics of their own that worked to varying degrees of success. Even Dynasty Warriors and its various spin-offs have block/parry mechanics since DW3.
Many a God of War clones from the late 6th generation and most of the 7th generation have parry mechanics ripped straight from the Greek GoW era. With the only difference being easier or simpler to pull off compared to the OG. Shaolin Monks, Conan, Wolverine: Uncaged Edition, Darksiders I & II, Castlevania: Lords of Shadow 1 & 2, etc. In No More Heroes (2007), Travis has a hidden counter attack called Dark Step that works almost like Bayonetta's Witch Time, though the latter wasn't even close to out yet. Grasshopper and Suda51 would take Dark Stepping further and modified in later sequels or even different action games of theirs.
Bayonetta has a parry, but you need to buy the Moon of Khala in order to use it. Equip and flick the right stick in the direction of the incoming attack. Do a perfect parry, and you get extra witch time. It works like Royal Guard, except it's not a stance and is an item you have to buy with halos.
Now Metal Gear Rising is where the big parry inspiration started. It wasn't immediate, and Platinum were the only kids chasing themselves, copying it. Legend of Korra and Transformers Devastation both say hello from the Platinum mountains! Then Sekiro and Ni-Oh happened. Though Demon Souls and Dark Souls already had unique parry systems of their own. The only thing new Sekiro brought to the table was it being the first to copy Rising's parry and be near identical, while Ni-Oh's parry functioned like an advanced version of Ninja Gaiden's parry.
While it is true there are good amount more of 3D action games with parry/counter mechanics, compared to the past, the trend really hasn't changed too much. The only difference now being is parry mechanics aren't as experimental as they were back in the 6th nor 7th generation. Though that is not a bad thing. I've noticed Western developers tend to mess up making parry mechanics more than Japanese or games developed in Asian territories, but either latter can mess up too. Not every game needs to be a "PARRY OR DIE!" fest, but at the same time, it's not the end of the world when a game has a parry mechanic or an easy to learn skill. If you're not into those, or want a game that does it properly, then go for it. There will always something different and non-parry focuses out in the gaming world.