No. Mappers can control player movement perfectly fine in DOOM through map design or monster placement. Giving players a wide open area to circlestrafe around monsters unobstructed is a mistake that will get you laughed at. Play through a proper modern WAD in UV, I suggest Sunlust.
I'm talking about the inherent speed of the player character. Doomguy is always lightning fast and able to easily outpace most monsters, which means that you don't have to think quite so intently about where you'll be positioning him. If you make a bad call about a certain maneuver, you can easily rectify it by sprinting back because he's so fast. The risk is lesser since you're still much more powerful than the enemies. In FEAR, since you bring that up, your character being slow as molasses means that you have to carefully consider where you'll move to, since it's considerably harder to get yourself out of a jam if you make the wrong call (triply so when playing on Extreme difficulty and limiting your slo-mo usage)
You are going the wrong way with this. The more dangerous an enemy is the less that you can throw the player into complex maps or situations with multiple enemies to threaten them. Hence why 99% of FEAR combat can be boiled down to "activate slow mo, lean out, headshot" in an area with either 1 or 2 corridors. The fact that DOOM enemies can't endanger a player on an open battlefield (aside from hitscan or archviles with no cover of course) means mappers need to get creative with how they do things. And its that creativity that makes the game interesting rather than just replaying the same boring corridor fight for 32 levels.
I'm not a huge fan of FEAR, but that game's trump card is its AI.. and I know that its brilliance is endlessly parroted and that the reality is a little less than that, but it's still much more interesting than Doom's enemies who just slowly lumber towards you, or awkwardly get stuck on geometry. There's a level of dynanimism to FEAR's encounters that adds an extra level of unpredictability that you rarely (if ever) get in Doom or the build games, since the replica soldiers aren't always so predictable. The basic enemy intelligence leads to you finding an optimal route through a level and, barring finding secret routes, exploiting that, for what little it's worth. I love games that challenge you to come up with solutions to unexpected situations, and you need a certain depth and uncertainty in enemy response to really land that feeling. None of the hit 90s classics really nail that emergent gameplay so well.
Again completely flipped. More lethality, less movement, more hitscan, fewer enemies all means you rely more on reaction and trial and error. Difficult DOOM fights are almost entirely about strategy and some can be almost puzzle-like in how you approach them. Once you do understand them they become simple, which is evidenced by the fact that there are players who can consistently beat levels of absurd difficulty.
See my point above. You can't really lean on trial and error if the encounter doesn't play out the same (barring savescumming), due to unpredictable AI behaviour.
Yeah but what if, think about this a minute, your weapons also fire projectiles so you need to anticipate their travel time and connect it to the enemy's movement path.
I get that, which is why I recommended Half-Life 1 Mmod (available directly through Steam) which allows you to enable projectile firing for both you and the enemy. It certainly feels better to play than the vanilla game, but it's also much easier and it just feels like a sloppy melee combat game where you're just running around arenas like a decapitated chicken. The Half-Life ai, for all of its weaknesses, is at least a little more interesting than what you get in Quake and Doom, so it might be a better representation of projectile battles. Gunfights are more interesting to me when they're extremely lethal and measured, where every decision carries a lot of weight.