I also think you can even make a horror/survival game action-oriented just from design choices alone.
When you have a lack of threats, and an abundance of stuff that is meant to keep threats away (weapons and other shit), you're just going with the motions because it's so common, and there' not much to use it on. And if there were too many threats, it would also go down the path of action-oriented, because the horror/survival elements wouldn't be used sparingly. It's like if you got a dead body dropping from a vent every other hallway.
I'd say Dead Island could have been a pretty good horror game if the atmosphere wasn't so ... everyday normal. Like if I just walked outside on a sunny day and found zombies. But that's unique to it, and no biggie.
It's really just about a good balance and atmosphere, or just a general lack of player-friendly items. Like Amnesia; the lack of your most helpful element (light) in the game can save your life, lol.