I can see why some folks are feeling like it's 4E again when they look at the PF2E Bestiary. A lot of the negative reaction that gamers who continued onto Pathfinder 1E after D&D 3.5E had was due to it feeling more like a video game than a TTRPG. A lot of the PF2E evokes a more video-gamesque feel than its PF1E or D&D forebears and thus feels like it moves closer to 4E to them (again, these are folks who object to feeling even a nanometer more like a video game).
Let's take Goblin through the ages.
1E your Goblin page had a uniform block with details like: # appearing, 1-7 HP, a 40% chance of being in the lair, treasure types, intelligence. What followed were several paragraphs that were human readable talking about how they hate full daylight and attack at -1 in such. It talked about how for every 40 goblins, there would be a leader and 4 assistants roughly as powerful as orcs. It went on to explain chiefs, worg riders and then show a wide range of goblin preferences in armament from shortsword to sling to pick to spear. It discussed their skin colors and how they dressed and they would reach about 50 years old max.
2E the stat block is somewhat similar to 1E but you have Activity Cycle (Night), and Diet (Carnivore) in there. There's a good amount of paragraph text and within that is the daylight -1. There's text talking about their weapon use are any that take little training like spears and maces but also they like short swords. There's more about ratios of goblins to leadership and their max age of 50 again. There's still plenty of descriptive text about their appearances and garb. Some of my favorite text here is that they'll eat carrion or rats or snakes, and their habitats are usually devoid of all resources by the time the party gets to it, as goblins are wont to do.
3E your Goblin page said they had 5hp on average derived from 1d8+1hp and in the uniform block that goblins were using morningstars and javelins. It detailed their ability scores (Str11, Dex13, .. Cha6). It kept the notion of an "Organization" - a gang of 4-9 or a band of 10-100 with a 3rd level sergeant or fire wolves. It talked about their height, colors and garb. It explained how they have a poor grasp of strategy and like ambushes and how they raid for food and tools and their lairs have no sanitation.
4E is the first edition that split a Goblin up into 2 blocks - a Goblin Cutter and a Goblin Blackblade. The Cutter was a minion with 1hp and had a reaction when missed to Shift 1 square. They had two skills at the exact same bonus (Stealth +5 and Thievery +5). The Blackblade same deal, both +10 and it's a flat 25hp. And a deal where when it shifts, it can shift into an ally its level or lower and swap with it. Most of the Lore was thrown into a table with DC15 to DC30 and shared with hobgoblins. It was probably the lightest amount of copy to date in any edition in terms of giving flavor text with maybe 6 sentences across a few paragraphs. They kept the stats and included the bonuses (Str 14 +2, Dex 17 +3, .. Cha 8 -1).
This edition received a pretty major negative reaction from the players up to that point because part of this read like it was the internal document for Blizzard in how they'd stick 2 types of Goblin Mobs in a Zone with names like "Cutter" and "Blackblade". It also went deep into playing on a grid and abandoning theater of mind play. Shifting wasn't really portable into theater of mind plus it started introducing terms/concepts that were unique to the game - a "Shift" (capital S).
5E trickles a little more imaginative presentation with a little sheet of parchment and a quote from Slave Lord Stalman Klim and the "Bree-Yark" thing. It took all the flavor text and put it into 6 bold prefixed areas (1 they're lazy, 2 they are gredy, 3 a boss leads them, 4 they use alarms, 5 they keep rats and wolves and 6 they worship Maglubiyet). It returns to showing the "roll" for hit points (7 from a 2d6 roll). It's somewhat similar in having a special goblin ability where they can Disengage or Hide as their bonus actions. These actions are useable in a theater of mind play where positioning doesn't matter - you can describe aloud that the goblin skitters away and ducks behind a rock. In the 4e shifting ability, there wasn't really a narrative benefit from their schtick.
So finally PF2E - you get 2 paragraphs which explain their skin and head sizes and how they like to slaughter livestock and steal babies and are in awe of magic and lair with goblin dogs. There's 2 sidebars to the left that talk about them living in filth, stealing and keeping shinies, and then where their warrens are near humans and coasts. But then it gets right into the Goblin Warrior and Goblin Commando. Gone are their base abilities, just the modifiers (Str +0 Dex +3 Con +1, Cha +1). HP are fixed at 6 (commando fixed at 18). Saves are all pretty close (F5 R7 W3 or F7 R8 W5). Their ability, Scuttle grants a "Step" (capital S) when an ally moves adjacent to it. They use dogslicers and horsechoppers, as we know Paizo's goblins are cunning enough to invent their own weapons (but we don't really have any of the old flavor text of how these might be derived from salvaging human gear). This edition piles on more keywords (agile, backstabber, finese, trip, versatile) into the 2 goblin variants that any prior.
At any rate, I think you have to take the PF2E feels like 4E as honest feedback from a gamer who has played 1E through to 3E and PF1E before choosing not to embrace 4E. 4E is the first time they no longer saw a good amount of space dedicated to the GM who wants to build adventures and had copious amounts of flavor text about lairs, treasures, armanents, diets. They just saw a fixed HP amount and no longer a range where they could discretionary choose low, medium or high HP based on their own table. They had a mechanic which really only meant sense if they did grid play in the free Shift. And then probably the ultimate insult to their brains were the words "Cutter" and "Blackblade". Again, the best example I can say is that it felt like the internal design document for a video game company rather than the old Monstrous Compediums of old in how it would stoke your imagination - it was more about "here's how to run these guys on a grid map once you buy our minis."
For someone who is still sitting in 3E/PF1E land and refused to go onto 4E because they saw a game that removed a lot of the "what's going on around these goblins?" in paragraph/story form and replaced it with grid-play abilities and Twitter-length synopses and clever keywords.. they are seeing the same thing again when they greet PF2E the first time (which like the 3.5E to 4E first impression, their 3.5E to PF2E impression sees the HP range gone, things like treasure or lairs or such gone and proper noun Steps abilities that really don't translate to a theater of mind game as well as they maybe could have and 2 goblin "types" - the dogslicer goblin and the horseshopper goblin commando).