I agree for some parts, for some others i dont. But i think the main reason is not one or two things. The main reason, this does not feel like DnD for the most part to me is, the completely broken combat system.
And take "broken" with a grain of salt. You can always rebalance changes by adjusting opponents. What larian did by blasting enemies health pools to stupid ammounts.
What bugs me, is that you get thrown at with features that in DnD are highly valuable and sometimes hard to achieve.
As explained in other thread, you basicly have advantage as a passive skill. Its harder not to have advantage, then to have advantage right now, as any melee char gets it for free 99% of the time. And any ranged char with decent movement aswell. What you end up with is fights, where your hitrate is constantly in the high 80s or above. Speaking D20 you generally hit on like a 4 or 5. Combine that with consistent damage output that does not require hitrolls (the hugely buffed cantrips and surface effects) and you can basicly very precisly calculate the outcome of any given option. But in DnD, especially in low level DnD, part of the charm is, that most of the time you have a chance of failure. To me thats the main reason it does not feel like DnD right now, and thats a combination of many homebrew larian rules, that heavily^10 impact the games balance.
for your points:
As the title says,
1) Random encounters
=> Some like them, some do not. I generally like them in TT games, because the DM can always decide weather a RE would be a fun thing right now or not. I liked pathfinder kingmakers aproach. basicly on every rest outside and travel, you get a small chance of RE. Wich you can work against by camouflaging your camp, spotting the enemy ahead of time and sneakin through etc.
2) Night and day cycle
=> Would not be a must for me. Larian did very well working with lighting in dungeons. So you have many moments where darfvision or light spells come into play.
3) Camping where you are, dungeon, woods etc.
=> Its kind of a hard sell. Though i see where you are coming from, the game cannot react as a DM can. To me it feels also bonkers to rest close to a enemy fortress you attacked and not yet cleared and get away with it. or only get a RE. but thats the closest we got to "realistic" camping in any other pen and paper based game. Also i think the idea of the story driving camp was beautiful. I can very much live with that.
4) No height advantage in combat
=> sign
5) No enemy HP bloat
=> sign, as it would not be necessary if they rebalance closer to DnD.
6) limited fast travel
=> meh. I dont wanna run around for ages. On the tabletop players also call the location they wanna go, and they basicly "fast travel" there, unless something happens on the way. like if im in baldurs gate and want to go to elfsong, i dont roleplay the way. the PCs just get there.
7) less consumerbles for trash mobs
=> yeah, especially fire arrows and sht like that on simple goblins.
8) less ground effects
=sign
9) dice rolled attributes on character creation
=> disapprove. They used the buying mechanic from DnD and i like that. Its also easier to balance the game, as a player may get really nice rolls on the statline (or cheese it by tryin over and over again), and then their game experience might suffer bc they roflstomp everything, especially on low levels. perhaps as option if one likes it. but also this would not increase the "DnD" feeling. I think most ppl nowadays play pointbuy or stat-array systems. rolling abilities is oldskl.
10) food per character per day (camping requirements aka supplies)
=> again. does not change the "DnD" feeling for me. But would be a good way to limit camp cheesing, like kingmaker did it. also remove healing from food. like... "i am a mighty godly blessed cleric, i can heal you." "nah, fk right of, i have got a butcher, he heals more".
11) More short rests
=>sign
12) Traps, crafting and setting of (no limit)
=> dont rly care in terms of "DnD feeling".