Because the game was designed (by myself and others) to be an action-roleplay game and not strictly a team-deathmatch that promoted winning in lieu of socialization.
You couldn't achieve victory in the past if you didn't roleplay, socialize and do things other than strictly shooting aliens.
Where as now you can run around solo, not stay with your squad, never communicate, inject yourself with drugs to instant heal and keep on going till every xeno is dead.
This mindset of understanding the point of the game has been lost now, the game was never about winning but rather the story you created throughout the time playing. It's why our end-game screen was for ages "Thus ends the story of the U.S.S Sulaco and it's crew". However you can't create any stories or do anything other than shoot shit now because the rounds are over so fast nothing else matters.
Thats really the difference between this CM and the old CM. This CM actively promotes and pushes players towards a TDM mindset and fails to reward players for doing anything other than shooting shit and winning.
Where as we developed mechanics, gameplay and an entire ruleset that promoted both action and roleplay for players that was equally rewarding.