Why remake a 15+ year-old game and not improve the movement and controls to modern standards?
Modern standards? What third person shooters are you talking about?
Pretty much all of them.
Are you really going to pretend that most modern third-person games feel like something that was designed for the Gamecube 18 years ago?
Most modern third-person shooters play poorly, which is why I wondered what games specifically you were thinking about. "Modernize" usually means making it play like every other game even if not right for the design of the game. You're right that they almost all play the same now. But that's not a good thing.
The Last of Us 2 has smoother controls, better mechanics and larger levels than RE4 Remake. Look at that Salazar boss fight - Leon is so slow, he can't sprint, he can't dodge. It feels like a game released in 2010.
Found the Last of Us Part II movement too imprecise for a Resident Evil game. You let go of the stick and she still takes another almost full step to the side, completing the animation already started. That's what I felt in the RE4 remake as well. More floaty movement.
The aim camera is much too close. A giant transition from where it normally is.
Unnecessarily cramped for a third person game. If you want the player's view to be so limited in the action, just make your game first person. The whole point of third person is the increased field of view, being able to see around your character. I much preferred where the aim camera was in Control and Max Payne 3, games that also allowed you to shoot well without.
Her aim sways around too much for a Resident Evil game.
But the biggest problem with The Last of Us and Part II is the lack of shoulder swapping. You can't place the camera so close to the character and so far to one side and not allow shoulder swapping without aiming the gun, in a stealth action shooter with dense environments. That's plain poor design.
Look at that terrible visibility. Imagine an enemy walking just outside the left border of the picture in the second pic or an enemy coming up behind that truck or a trap placed right in front of the truck. I have no idea why they designed to be raise the gun, then Square to swap shoulder. They could have allowed you to swap all the time by assigning it to R3, then moved the flashlight to L3 and assigned the points of interest that were on L3 to Triangle. Those points of interest where Ellie comments on something in the distance as a button prompt appears on the screen are so infrequent that they would not have interfered with the normal functions of Triangle. One button press would have allowed the player to see.
I did like how crouch and go prone worked: the Metal Gear Solid 4 style of tap or hold.