Looks interesting. I'm not sure the art is doing it for me--usually I see more than one tentacle and I'm out (sorry I just don't get the love affair that gamers have with the cosmic horror stuff). But I'll keep reading reviews. Thanks.
As Batjon said, "Call of Cthulhu" doesn't force you to play "Cosmic Horror". It is easy to forget how about half of HPL published stories were straight horror, and the Keeper Guide has rules and stats for classic ghosts, vampires, werewolves and the like.
For example, I plan to run "Ladybug, Ladybug, Fly Away to Home" this Halloween. It is a modern police procedural adventure for CoC 7E, with strong vibes of "True Detective". I won't spoil who the big baddie is, but it is centered around an End-of-the-World cult. IMHO it could be the basis for a longer campaign based on modern horror and occult overtones without molesting either the Mythos or Cosmic Horror (just ditch the big Mythos baddie and consider his manifestation as literal). The characters are FBI agents and private investigators who are assigned to the kidnapping of a 5 years old girl. They are unbelievers but they come equipped with experience. By the end, it is easy to see how they can band up and form an organisation devoted to avoiding... er... other ends of the World.
On the classic side, to everyone who thinks that SAN rules do not apply to either classic or modern ghost stories I would suggest M.R. James' tales. More often than not the characters end up with nervous breakdowns, paranoias, phobias and all that jazz. Start with "QUI EST ISTE QUI VENIT" (also known as "Oh, Whistle, and I'll Come to You My Lad").