Im of many minds on this, in that I think I agree with you and with George.
The part that I fully agree with is that developers should stop saying “I’m making my own spin on Monkey Island,” which is a sentiment that somehow keeps coming up directly from developers mouths. 1) no you aren’t, and 2) if you’re trying that, you probably shouldn’t be. (are you asking yourself what the actual developers of monkey island thought they were doing that led to the creation of that game? what media they were engaging with? they definitely did not set out to make “a monkey island game” when none existed before.)
I think making a genre work that fits in a well-worn groove is a fine and good thing to do. But the reason the LucasArts games hit as hard as they did when they were new was the surprise and variety of them - you never knew what you were going to get next, even with the ones that were sequels. (With the exception of Last Crusade to FoA, but I think they’re the exception that proves the rule.) So is “LucasArts” a genre on any front? I’m not sure. It’s a mostly common user interface, it’s a design philosophy (as written out explicitly in many of their manuals), but I don’t think those are the things devs mean when they say they’re making a LucasArts game. I think they usually mean “has 9 verbs and has jokes in,” and probably has a guy say “look behind you a four headed monkey” in it.
I obviously have muddled thoughts on this but I mostly think, taking from a game or developer or genre you like is fine, but I’d hope you are trying to actually examine their work and figure out what in it was successful and unique and spoke to you, and try to figure out how to make your own version of that. Just quoting the references or lifting the art style or name dropping the games won’t get you much, beyond something to pander to lowest hanging fans with.