I would rate anything that is a sufficiently immersion-challenging distraction to be a problem.
Would the game be more fun if we just chop off all the character's legs and make them float like apparitions instead? That needn't actually change the nuts and bolts game mechanics, but it would be less realistic and/or require big story changes like "it turns out all these characters are ghosts" or something. Same with having every character float through walls instead of walk to a door to enter/exit so that we can save on pathfinding logic.
People are very accustomed to seeing other footed beings have their feet "locked" to the ground by the weight of their body as they stand, walk, or run. Having every character constantly look as though they are suspended by the waist with legs just dangling arbitrarily is something a lot of people are going to find immersion-breaking: and it's one of those issues where the more realistic detail you have in other areas the bigger this remaining issue stands out. Minecraft/Roblox/stick figure characters can probably get away with a lot less care on this detail than TF2-or-above realistic characters can.
It's a graphical problem. Inverse kinematics is purely a graphical technique. It has no effect on gameplay. That doesn't mean it's irrelevant, except insofar graphical fidelity is irrelevant in general.
I would rate anything that is a sufficiently immersion-challenging distraction to be a problem.
Would the game be more fun if we just chop off all the character's legs and make them float like apparitions instead? That needn't actually change the nuts and bolts game mechanics, but it would be less realistic and/or require big story changes like "it turns out all these characters are ghosts" or something. Same with having every character float through walls instead of walk to a door to enter/exit so that we can save on pathfinding logic.
People are very accustomed to seeing other footed beings have their feet "locked" to the ground by the weight of their body as they stand, walk, or run. Having every character constantly look as though they are suspended by the waist with legs just dangling arbitrarily is something a lot of people are going to find immersion-breaking: and it's one of those issues where the more realistic detail you have in other areas the bigger this remaining issue stands out. Minecraft/Roblox/stick figure characters can probably get away with a lot less care on this detail than TF2-or-above realistic characters can.
It's a graphical problem. Inverse kinematics is purely a graphical technique. It has no effect on gameplay. That doesn't mean it's irrelevant, except insofar graphical fidelity is irrelevant in general.
I imagine, that unsolved foot sliding is considered as a genuine part of the genre, but personally I really enjoy fixed feet in gameplay very much.