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Same on all accounts. Got the original NES Metroid for my birthday when I was a kid and impacted my taste in games forevermore. Of course I've played all the Castlevanias as well and Hollow Knight is a masterpiece.
It's hard to properly compare because I've played Super Metroid more times than I honestly remember and have only made it through Dread 1.5x (at best). There are so many cool rooms in Super (and even later games like the Prime series) where I play them and go, "Oh, this is the room with X!" where X is a cool encounter, maybe a friendly/non-hostile creature, or an entertaining set piece. Dread doesn't really have that, the areas check off zones like flavors of ice cream, the music is not memorable, and creatures are often used across multiple zones, further diluting any uniqueness to the areas.
It's best summed up by this screenshot I took of Dread (I added the red outlines around the black space myself to highlight my point). Notice how the foreground has no character or texture and all the detail has been pushed into the background, which is essentially the negative space you traverse through. My eyes don't really hold on this area, they capture the boundary of the play space and then navigate through it, passing over a lot of the inconsequential stuff in the background. Again, compare to Super.
Also the EMMI stealth sections are so incongruous with the rest of the game you could cleanly slice them out entirely (while redistributing any of the power ups of course) and the game would be the same. In fact I rather hate them because instead of taking my time to explore and soak in the environment, I'm just chased through a very samey looking area.
Oh and finally, it's a small point and I don't want to make too much out of it, but like ... the game opens with SPOILERS beating her so hard she loses her abilities. That's weird, right? Kinda oof, IMHO.
I don't know how many times while playing Dread I said to myself "wow, that XXXX in the background looks cool, wish I could go there..."