The God of War series is the profe that fixed camera can be used in combat and exploration whitout giving any problem and also give an atmosphere that the manual camera can't,
Sure, it's possible to make a game playable in fixed camera but whatever fixed camera can do, a free camera can do so much more.
Enemy design, stage design and puzzle design can be expanded.
Whatever is done for fixed camera is limited.
Like if you want players to look up and down to look for keys under a grate or passwords written on the ceiling, you can't do that, since there's no way to look up or down manually.
You will need a
cinematic camera angle that shows this to the players for it to be fair.
Some camera angles also makes certain things stand out too much, like the valve handle slot, the fireplace painting or the manhole in the kennel in RE2.
Make things way too obvious and waters down the whole "exploration" thing.
Like Metal Gear and Resident Evil, even God Of War ditched fixed camera.
That says a lot about how the format is being abandoned.
like scene were you see think happening in the background that only fixed camera can give you in that way
Good luck convincing modern day developers to sacrifice all sorts of gameplay flexibility just so players can see a specific thing in the background.
Sure, based on how you exit the interrogation room in RE2, you may not view the Licker crashing through the mirror "the right way" but the developers aren't about to sacrifice things like manual observation and manual aiming mechanics just so you can correctly view a jump scare.
I'm more interested in how developers managed to increase the chances of you viewing events when you have a free camera that can see anywhere, like how you go down some stairs in Prey and witness an explosion outside the window, hinting you of the chaos going around in the space station you're in.
There was absolutely no need for camera skew.