Totally agree with this. Its the same problem NRS games struggle with that other FGs do not.It doesn't look too shabby in these clips. But honestly there's always something about animation in a lot of western AAA action titles that doesn't seem to measure up to the likes that Japanese companies like Capcom and From Software create. Not in terms of realism, but in terms of the sense of impact and feedback after landing or receiving a blow. Might be the exaggerated use of anticipation and timing and prioritizing keyframes. That roll looks so terrible, and he gets up as if he in fact had not been rolling on the ground at all.
What's interesting is that they'll sacrifice visual smoothness in the name of gameplay responsiveness which is why the animation blending looks weird, but that philosophy doesnt carry over to everything. Ie. The keyframe/anticipation you were talking about, which adds a meatier feeling to combat. I have to wonder if that's why they have the screen flash when you get hit otherwise it wouldnt be easy to tell?
And then you have the dodge roll which just looks floaty and weightless as all hell, is probably very responsive, but lacks the necessary weight to keep the combat grounded and realistic like want. Maybe that's why the character does the extra little hop back at the end? To slow down the too fast and floaty dodge and give it a bit weight? Imo that slow down shouldn't be at the end but towards the middle of the dodge. But I'm not animator so...
Honestly dont envy the devs. Seems like a tough balance to find. Having said all that, still excited to try this on ps5 though.