1) Compass orientation: yeah, that through me off for a bit when I first started playing. Players get used to it after a bit.
2) Mid-point save dungeon: Lower level of difficulties can save in dungeons. Part of the challenge of the game is for players to figure out how to make it through a dungeon, esp if they need to be strong enough to take on a mini-boss. The set-up really stresses player choice in character build and risk-taking (do you keep going or turn back?).
3) Companions as bait: Companion AI is a repeating topic and there's been some tweaks. Some made Companions better, some took away much-loved oddities, such as being able to push Companions on traps. At one time you could bulldoze a Companion to clear out traps (rather defeated the purpose of traps). In the same idea of balance, being able to tell an immortal companion to lead the way to set off traps, ambushes and to set up enemies tips the scales too far in the player's favor. A player can already use range weapons to aggro enemies to get them to come to the player. A player can also tell a Companion to "wait here" and "only attack close enemies" letting the player run into a room, and have enemies follow the player to the Companion (different set of commands cause Companion to run into the room, not waiting for them to come out).
4) Camping: The player starts with 2 refreshes and can get 2 more from investing in skills. Four refreshes is a ton.
5) Dungeon Re-spawns: Dungeons re-spawn on a time table, thus leaving in and returning re-sets the dungeon, if enough time has passed. Dungeons are designed to be taking on as one set, not chipped away. Part of the game design.
Further comment: Overall, you're observations and feedback are pretty common for new players. Most players get accustomed to the game design as they play it and end up appreciating the way the game is designed to be challenging and making character build choices matter.
Enjoy the game.