Those are pretty specific, and I think they will be covered by broader tool proficiencies and backgrounds But maybe not, too early to tell.
They may be specific, but they cover a lot. They also make sense in a campaign (e.g. mine and those of DMs that I know) in which
1) World exploration is a big part and there are several nations and cultures. Characters may start from one of the various cultures (so not everyone is from the same culture), but they learn about other cultures as they explore and spend time in them. Having the skill Culture Lore which is just 3e knowledge: Local and Next's Societal Lore from one of the packages renamed, but applied to a particular race or culture (as per the last packet's Ranger subclasses). It covers knowledge of laws, mores, traditions, folklore, etc.; and
2)As for the individual Monster Skills by type, lets look at the TV Show Supernatural
a) In Supernatural, common knowledge about vampires (Culture Lore) is bogus (Culture Lore vs. Undead Lore).
b) Despite being experienced hunters with knowledge on common monsters- mostly undead (Undead Lore), demons (Demon Lore) and shapechangers/Lycanthropes, Sam and Dean often turned to Bobby for help in the field. Usually, Bobby knew what they are fighting and how to kill it just from the description. Other times, he has to turn to books and research
3) Hunters gain new lore types over time. Hunters know that demons, ghosts and werewolves are real. Vampires were thought killed off, but later found to still exist.
Angels, are believed to be myth until they encounter Castiel. The hunters learn Angels are real and more about Angels and what is going on as they deal with them. Religion or a Culture lore might have some of the basics covered (names of angels, the Apocalypse, etc), but some of it is wrong. A lot of the knowledge is more specific to Celestials (Celestial Lore) as opposed to religion as a whole. A similar thing occurs with the Leviathan.
Fey Lore in one of the episodes (and Dragon Lore in another) which they didn't have while some non-hunters had some knowledge in the particular Lore.
4. Monster lore is not complete and develops over time by encounters with the creature. see Sam and Dean know Wights exist, can change appearance and are harmed by silver. They learn how the monster functions (by the end of the episode.
Well, the bonus is linked to level, but it does not increase every level, and is roughly comparable to an increasing die roll. It's possible you can still choose a new skill at those levels, it's unclear what options will be available as they're just trying to outline the basic default assumptions.
My issue is with a set bonus based on level. I don't want characters picking up a new skill and , automatically, getting a high bonus, because they are of higher level than someone taking it at another level (and, if characters are not able to pick up new skills, I will consider it a failure). I want them to start at the lowest bonus regardless of the level they learn the skill an then develop it through use or, in the case of specific monsters and cultures encountering them on travels/adventures.
This is why I prefer 3e skill points and gaining points each level. As a player, I can reflect this development by placing points based on adventures and development. As a DM, I can limit using points on specific skills and knowledge skills I can limit development in certain areas as campaign appropriate when necessary. When bonuses are set to a predetermined automatic progression, it interferes with modeling development in this way.