Keep in mind, this series originally had things like the zombies, Hunters, Lickers, and Nemesis.
Zombies in the classic games of the series are not the real living dead, because the t-Virus is not able to resurrect the dead. These enemies are so called because they just look like George Romero's undead, but they are not undead. They're not real zombies. It's the same with Lycans, who look like werewolves but aren't really werewolves.
The point of the Resident Evil formula is not to show you a zombie game, but to create intrigue by making mysterious enemies whose biology you don't understand. When the players and characters first entered the Spencer Mansion, no one knew the origin of all the enemies, which is why Richard considered them demons. Mysterious were not only Romero's undead, but also Hitchcock's birds, Spielberg's sharks, and other enemies inspired by various sources. The player discovers all the scientific explanations only during the journey.
To constantly create such intrigues, the developers use different sources of inspiration as references, so in the second game we see Norman Bates as the police chief, the T-103 Terminator, and even the Xenomorphs from the lab, the design of which was created based on the film Aliens.
But the developers do not choose references unreasonably: Romero's undead are part of American culture, and vampires and werewolves are associated with Romania. For the same reason, the developers made references to the classic slasher flicks, when the places of events were the Arklay Mountains and Louisiana, isolated from the whole world and lovable for tourists and teenagers. Even the connection of the doll from Resident Evil Village with the Italian family is most likely based on Carlo Collodi's legacy.
Resident Evil is an anthology series that uses established biology to explore different genres and subgenres. And Resident Evil Village is true to this idea as well.