The problem is in the key-framing and scene compositions.
As others in the thread said, they assume making the characters 3D and cel-shaded with some light mo-cap and traditional 3D animation will save them tons of money and people will just accept it. They were only right about one of those things, saving tons of money.
ARC System Works showed that it takes more than just 3D cel-shading to get 3D to move like anime (with many people still shocked to learn that the GranBlue and Guilty Gear Strive games are in 3D and not 2D hand-drawn games), and it's all in key-frame animation, or rather how those key-frames are composited.
Most studios don't take the time to do this, though, because they just think designing 2D characters as 3D models and using lazy fill-frame animations between key-frames is enough to convince people it's the same thing, but it's not, and some studios have had to learn this the hard way.
I still think 3D models is the cheaper and more efficient way of designing characters and interactables within the frame, but you actually need a good animation director to make it convincing and smooth so it properly imitates what people actually enjoy about cell-based hand-drawn 2D images.
The problem is in the key-framing and scene compositions.
As others in the thread said, they assume making the characters 3D and cel-shaded with some light mo-cap and traditional 3D animation will save them tons of money and people will just accept it. They were only right about one of those things, saving tons of money.
ARC System Works showed that it takes more than just 3D cel-shading to get 3D to move like anime (with many people still shocked to learn that the GranBlue and Guilty Gear Strive games are in 3D and not 2D hand-drawn games), and it's all in key-frame animation, or rather how those key-frames are composited.
Most studios don't take the time to do this, though, because they just think designing 2D characters as 3D models and using lazy fill-frame animations between key-frames is enough to convince people it's the same thing, but it's not, and some studios have had to learn this the hard way.
I still think 3D models is the cheaper and more efficient way of designing characters and interactables within the frame, but you actually need a good animation director to make it convincing and smooth so it properly imitates what people actually enjoy about cell-based hand-drawn 2D images.