I suppose you played CCG a many, many years ago. Personally i was with CCG till the end and also played all other FFG LCG games to easily spot that new L5R is just a mix of all these mechanics. Yes you still buy guys, "attack" provinces and gain/lose honor, but overall gameeplay is just completely different. Starting with my-round, your-round, non-vanishing guys, possibility to build gold-curve, destroying Provinces (reducing resources), deadly - multi-battles (adjacency and movement/assigining), separation between battle and home (rule of presence and location), honor as control/clock system not just different color of military etc. CCG was just a more vibrant with all these mechanics, various (even on card) victory conditions, plenty of neutral cards and your clan limit was you stronghold and personalities base. High risk, high reward was motto of old game. That's just different idea.
But it's just matter of taste. Lot of my ex-CCG friends just dropped this game becasue of various design/gameplay reasons, that's nowadays it's nearly non existent in country where i live. A country where we even managed to get Euro Championships for CCG years ago. I'll be personally shocked if there wil be more than 30 local players in Grand Kotei/FFG Euros this month.
In Samurai Edition they replaced "immune to dishonor" Shadowlands faction with Spider, there was only one joke Stronghold without support . Edition later, in Celestial, they removed these things completely.
You need to play more new game. I wonder when you notice how limited deckbuilding is, how many wrong designed cards from Core Set affect whole design. And what's important, you will learn to know that one error in early game will cost you a game but you will realize it after additional 50+ (wasted) minutes.