I think 'oldschool' and 'brown' would work.
Oldschool is the way they were made in the beginning. Games like Half Life 2 were prettier than Doom and had better plots (going from 'teleportation experiments go wrong and hellspawn invade earth' to, um, nevermind) but preserved things like getting health from medikits and carrying lots of guns.
Then we have the 'brown' shooter, which has evolved on consoles. It features regenerating health and being limited to carrying two weapons, because the game that really brought the FPS to the consoles, Halo, limited you to carrying two weapons and for practical purposes had regenerating health. Along the way, player characters slowed down, (because it's hard to aim with a controller and jump around like a rabbit on crack) and infinite hordes of enemies were often recruited as a counterbalance to regenerating health. It also appears to have picked up bad habits like QTEs and cover mechanics.
Now a lot of people will say that the colour brown does not feature all that heavily in modern console shooters and the archetype, Halo, had bright colour schemes and very little brown. I'll point out that the colour gold did not feature heavily in the golden age of comics, nor did they switch to a silver colour during the silver age. The term 'brown shooter' has stuck, and has lasted longer than 'spunkgargleweewee' and is less silly.
Brown is also the colour of a certain unpleasant substance, which is appropriate because most of the mechanics it represents are bad ones that keep making it into games because publishers hate change and don't play their own games enough to see how bad most of them are:
-QTEs are either pointless busywork or incredibly frustrating.
-Cover mechanics lead to players staying away from cover, lest they find themselves glued to it when the enemy chuck a grenade.
-Slow movement is just less fun.
-Having an infinite supply of enemies removes the satisfaction of killing them, because you are at best buying time while you get to the real objectives. Especially when the real objectives are simply getting to the next checkpoint.
-A two weapon limit is arbitrary and unnecessary. You may only have one button on consoles to switch weapons, but you could, for instance, hold that button down and use the analogue stick to select from a wheel with say 8 weapons.
-Regenerating health is the one thing with pros and cons that is arguably an improvement.