Not according to nuWoD's lore. They were turned into their own clan with special traits and powers who fight against the oppression of older vampires instead of being weakling disposable chattel.
Read my post again, I wasn't talking about their power, but how their existence and diablerie aren't normally tolerated in Camarilla territories, which Seattle is in both the tabletop version and HSL's BL2. Since you're already brining it up, even according to V5 Thinbloods still aren't a clan. They are weak-ass vampire rejects who are so far removed from Cain and the Clan founders that their powers are practically non-existent. They are usually so useless in combat that even an experienced Ghoul can kick their asses, so they have to rely on strength in numbers.
The only thing they all have in common in terms of powers is that they can use Thinblood Alchemy, which is an awful "Discipline" if you can even call it that. It costs way more XP than it's worth to get good at it and is too restricting to use most of the time due to the prep time and requirements. And it's effects? They're just discount versions of the Sorcerer's Path of Alchemy, which is a type of Linear Magic (not to be confused with True Magic that Mages use) that every living and unliving being can learn, so even a
normal human has the potential to outclass them. Even if you wanted to disregard what I just said and try use it to its full potential at max level, which is to temporarily copy a Level 4 version of a Discipline, you'll first need the blood of a vampire that can use said Discipline on said level. In other words, you still depend on powerful vampires to get the most out of Thinblood Alchemy. Wanna copy the 4 dot version of Dominate? You'll first need to somehow get the blood of a vampire that can use 4 dot Dominate.
Now, I don't care about WoD's lore. Bloodlines 1 wasn't especially lore-friendly either.
Like what? The only inconsistencies I remember from BL1 is how you were unable to learn Disciplines outside of your clan and how your character was powerful enough to 1v1 a wereshark in direct combat (technically it's 2v1, but Yukie is practically useless during that fight), but not a werewolf.
But TCR/Paradox seems even more oblivious to the feel of the original with their new protagonist "ancient" vampire who looks like a TikTok influencer.
It's been confirmed since the game was first announced that the protagonist will be customizable. That said, it's not uncommon for a vampire to take on a more modern appearance to better fit in whatever social circles they're hanging around. Look at Smiling Jack, he's a middle-aged sailor from the 1600s and yet he dresses like a 1960s biker.
Topped with decisions like sacking Rik Schafer's music, original BL1 composer. If all of this is part of a greater plan to improve the game's immersion, consider me sceptical.
Maybe I've missed something, but I don't think it was ever confirmed that they won't be using any of his music. However, I know this might be a controversial take, I still don't think Rik's soundtrack would've been all that good. He himself admitted that Bloodlines 1 was a lightning in the bottle that he would not be able to recreate. He was in a suicidal headspace back then as a result of being a homeless recovering drug addict that just got out of prison. If you listen to the music in the 2019 gameplay showcase, you'd agree that he might have a point. The only two good tracks in that video were a remix of his old work (the main menu theme) and cut content from the original Bloodlines (the theme for Downtown Seattle's quest hub was originally intended for Downtown LA), while the rest were either incredibly generic (like the combat music) or downright awful (such as the disco music that plays in the club where you meet the Tremere chick)
He joined Troika in 2002, he was on it for two years. He's gone over what the process was
https://www.rockpapershotgun.com/interview-without-a-vampire-bloodlines-b-mitsoda
I can't remember the exact video at the moment, but Tim Cain has said before that Mitsoda was brought onto the team by David Mullich when he took control of the project and that was in 2003.