Conversely, I see Cthulhu Pulp as an adaptation to how the game is actually played as opposed to how it was intended to be paid.
This comes back to weapons to me, because if you look at one shots and prepared scenarios the PC's are expected to be armed with derringers, cue sticks, and sharpened fencing foils. But of course, the reality of any campaign is that very quickly the PC's end up armed with 10-gauge shotguns with bayonet lugs, submachine guns, hunting rifles with 10 power scopes, Colt model 1911's, .44 magnum lever action carbines, grenades, dynamite and cans of gasoline. In other words, the players arm themselves like they are facing heavily armored foes that can shrug off light weapons, because that's really what is happening. And the players learn that anything that gets within limb's reach of Lovecraftian horror probably dies horribly, so they arm themselves sufficiently that Lovecraftian horrors notably lacking in missile weapons struggle to get within limb's reach of the party. Anathema or not to the genre, that's how real players react. Anathema or not to the genre, that's what the rules reward. Upping your firearms skill is much more likely to help you survive than upping your anthropology or your Latin, even in most published examples of play. So you might as well run with it and make that part of the game's assumptions.