They're a good idea and can make it feel more strategic but it needs tweaking before it enters this "final form".
The potential of it though looks good. Incaps are great fun, I don't know as much about those but having more body-control over certain zeds can both really help and also open up fun new ways to deal with them. Buildup application probably needs work though, some methods should take longer than others but the most successful ones are ones that apply more instantly like Bash, Heatwave and grenade/rocket impacts to the head.
Resistances are the same with potential and not being in its' final form. I reckon the different ballistic resistances are supposed to further separate perk effectiveness on certain zeds since all perks generally focus on one weapon type (shotgun, assault rifle) so you can say it's more perk separation than specific weapon separation. Like I say, could do with more tweaking though. Myself, I think some vulnerabilities like x2 and over are too extreme much like the trash resistances were, I think the whole system should be less extreme spikes in resistance/vulnerability and more subtle effects across the board. Less spikes/mountains on the graph and more bumpy roads, if that makes sense! This way big zeds aren't trivialized by certain damage types and straight-up denying others.
I have no problem whatsoever being unable to hurt an FP with a flamethrower (in a team/multiplayer anyway, I think solo should still be doable and currently it is) but it'd be bad if a whole tank did absolutely nothing sorta thing.
For the record I am no hardcore player but I don't want to see the game made easy still. I'm fairly sure nobody does, that's what normal difficulty is for!
EDIT: Once again Vealck is correct on a few points! I am starting to see what you miss now, since having a bit more time with KF1 recently also. To sum it up it wasn't chaotic sprinting and everything in your face all the time, it wasn't speed-based. It was more methodical and the gameplay itself allowed you to retreat and set up a firing line or a trap, the same gameplay allowed holding an area well whilst making it dangerous to roam, and none of the teleporting or speed was required for that stuff to be deadly!
It'd be cool to get some of this back; Speed and spamming wasn't a factor and zeds didn't teleport or indeed move very fast, and this could have been a key factor in what made sharpshooter god-tier. But at the same time, even without them being in your face all the time you'd be overwhelmed and killed the moment you dropped your guard because they were definitely fast when it came to exploiting a crack in defenses, the opportunity to die just as quick was there too!
I've also heard good advice recently regarding the structure of what's being made: Perks being made first and having the zeds there, then building everything else upon that. I mean without that how can you even take maps into account? The closest you can get are concepts like Evac point for Demo/Sharpshooter.
One thing I will say and I do hope it's not upsetting (We are all on the same side after all) but Vealck is right about a lot of these changes having a "hasn't been tested ingame" vibe. I don't tend to notice that kind of stuff much but I noticed it right away a couple of times now. Just feels like they were added and not really tested beforehand - The initial resistance system was supposed to be subtle, for example, when anyone who jumped in for a few minutes noticed changes immediately!