Fuck that logic right in the ass. I hate it so very much, I don't care how irrational I sound. A modern shooter NEEDS procedural death animations.
Except that's actual logic. There are multiple abilities in the game that involve interacting with corpses. Ergo, the position of corpses needs to be consistent server-side and with every client in the match. Server-Side ragdolls would be a massive performance drain on both server and clients and prone to other issues. And unfortunately, Ragdoll physics (and physics in general in 99% of games) is inherently non-deterministic and often produces wildly different results on different players PCs depending on a large list of factors in their environment, from simple framerate differences to ping/lag having a player ever so slightly off from where they are on other clients, all factors which change the end-result.
This is a bad thing when trying to maintain an absolutely level playing field, and Ubisoft have been slowly peeling back as many client-trusted variables as they can from Siege with each new update - The latest in the new Year being debris from smashed windows: If a Client smashed a Window Board a certain way, the debris would fly out on their screen, but get stuck on other players screens, giving that player a one-way Kill-Hole which was exploited quite extensively in the months leading up to Y5. Of course Ubi's solution was to remove this debris completely, as Serversiding the physics would be an unnecessary strain on the already overstrained Azure servers.
By sticking with canned animations, there is much less overhead in keeping their position and pose synchronized between all clients. Which prevents inconsistent visibility between different players - An infamous issue in R6Siege where the position someone's ragdoll ends up in could occlude visibility for one player, while another (IE, a Defender locking down an angle)
isn't occluded and able to shoot first because their client's ragdoll calculation let them see first. In Valorant, a corpse will be in the exact same spot for every player in the same pose, and is guaranteed to be level with the floor.
This means that you will always be getting Revived or Cyper-Hacked from the exact same position which your corpse is in no matter whom is doing it - Versus, say, Frostbite-Engine Battlefield games where Revive-Teleporting, or worse, Dud-Revives is a major part of the jank, because Medics are acting off of where
their client says someone's body is, which is almost always different from where the revived thought they were - And if it's too different from where
the server says their body is, well, you're left with someone who can't be revived no matter how much the Medics spam M1 on their corpse with a Revive icon over it.