If your argument is God Hand makes managing crowds harder than a souls game, I agree. If your argument is God Hand makes managing crowds harder than other character action games, I don't agree.
Those are both my argument, yes. A matter of opinion really, but that's generally been my experience.
I dunno if you mean jump i-frame spam in devil may cry 1 or dodge offset in bayo 1 or what.
Bayo 1 has ridiculously versatile crowd control options that don't involve any dodging or simply get better when using dodges such as Shuraba's PKP and Tetsuzanko wicked weave (dodge on the last P to cancel the recovery delay, you don't need to even to know how to dodge offset to figure this one out), all of the gunfire you get from doing PPKKK or PPPKKK charge combos with guns or shotguns. Durga Fire gives you massive AOE blasts that stagger many enemies, and the rocket launchers are powerful, stagger groups, and give huge amounts of combo points to the extent that the rocket launchers alone mop up most enemy types, with the only ones they can't really stagger being Fairness and Fearless. Against F&F, you've got Shuraba PKP/Tetsu, or even more hilariously, Handgun Heel Stomps which consume no magic and straight up stunlock them to death in a wide area. You've also got crazily overpowered ones that work in the bonus chapter where you can earn your Platinum combo on easier fights, and sweep the tougher ones with Rodin's sousaphone spins or Pillow Talk charges.
All of these are easy execution, and that's before getting into the crazy good accessories like Evil Harvest Rosary, Pulley's Butterfly, etc. The people who I've seen complain about Bayonetta's difficulty when streaming it all generally button mash and don't ever use charge attacks, which are her bread and butter.
God of War as mentioned has lots of wide sweeping attacks to choose from that outrange enemies. DMC games are the same with ranged options being readily available. Transformers Devastation has vehicle attacks, Grimlock's bite grabs, and various other attacks to sweep crowds up close with relative ease. Dark Souls has tons of weapon types that feature strong pokes with sweep attacks as a backup for crowd use such as the Claymore, Partizan, all one handed polearms, the Scythe/Gargoyle's Halberd/Giant's Halberd normal attacks. Sekiro lets you evade mobs and choose exactly what and where you fight with sheer mobility, plus gives you numerous useful free attack skills that hit crowds hard (as well as one that works well with 0 emblems in the form of big red a.k.a. MD).
Generally speaking, my experience was all of these 3D games have much more generous timing windows, execute with less effort, and hit far harder than God Hand's resource free options crowd control options do. No arguments with Final Fight being a brutally tough game, though!