If you've tried Resident Evil HD with "modern" controls, you probably know, as they completely break the game.
But, tank controls are good, actually. Or, specifically, they have their purpose.
The enemy placement, their movement speed, the amount of ammo you get, and level design is completely dictated by the movement and the meticulously designed camera. Every single angle is kino and filled with anticipation. The zombies' slow waltz is a threat beause you're not very fast either, and you have to slowly back up. Areas are tight and meticulously designed for you to tense up and get cornered. Two zombies can be enough to kill you.
Even if both were born out of necessity because of limited gpu specs and a lack of analogue stick, the designers still had put a lot of effort in designing an experience specifically tailored to those controls and camera, and I disagree with the modern notion that these are just "old" and not a viable design philosophy. And I'd like to argue that their proven purpose is why horror games stuck with tank controls way into the PS2 era, with games like Project Zero 5 still making use of a variation of it in its Wii U release.
This is all tied to how horror games have become more action-based as the faster your character, the more mobility options they have, the faster and more aggressive the enemies need more. And if you're so agile that a few enemies don't pose a threat, the option becomes to just add more enemies. Or, the alternate way, going the Outlast/Alien Isolation route of just having the enemies be insta-death and you're just running and hiding around.
I think this one of the core issues with RE3R compared to RE2R (which doesn't have tank controls, but they mitigated your increased movement speed by giving the zombies a sprint if they're close enough, but even then, avoiding them and Mr.X is still pretty easy) as they gave Jill the matrix dodge back, which means they had to place way more zombies and create narrower rooms as to otherwise you would just be able to roll around them all - ultimately adding so many enemies in the latter half that it just felt like a shoddy Resident Evil 6.
It's the natural evolution too - the move movement and combat options you have, the more enemies - and the more agile enemies - you need, until you eventually reach Resident Evil 6. And it is still and issue in RE2R, even with the slowed-down movement and the lunge attack of the zombies. Don't believe me? The fact that the Hunk stage
works tells you enough, and that's how it works in the base game too. If you don't stop or Ronaldinhio around them, everything is rather easily avoidable.
Now I know what you're thinking, tank controls are maybe hard for accessibility reasons, but as we live in 2021, it shouldn't be that hard to add a toggle, just like in REmake.
Nothing beats the absolute erotic kino of a perfectly placed camera angle, shaking in anticipation what's around to corner, only to be greeted by a ghost and shitting your bricks so hard they blow throught the floor and create a volcano in Australia, and the feeling of satisfaction of having the pathed the area well because you know you will get bitten/hit if you walk around that fucking room with the crimson zombie where the statues are. Or you slowly backing up, unloading shots, only to be greeted by another zombie around the corner once the angle changes.
I think the hunt to deride mechanics and gameplay styles from 1990 - 2010 era as old and not fitting greatly hurt a lot genres, and I hope we'll see a locked, tank-control Survival Horror revival sooner rather than later, just like people have come around on "boomer shooters" with non-regenerative health & ammo pick ups in the past 5-6 years.