I'm not talking about the controls, I'm talking purely about the animations.
Objectively, the ones in Witcher 3 were smooth. I guess you can disagree about whether or not you liked them, but they were not stiff at all. There were many, many transitional animations, animations for going up and down hills (and coming out of a downhill slide), rolling when you hit the ground, vaulting fences, climbing walls... Remember, this game came out in 2015. It's not really fair to compare it to newer games. Compared to many of its competitors at the time, its animations were fantastic.
Yes, in terms of controls, they were quite shite. Very clunky, because of the focus on animation smoothness and realism. Alternative movement system aided that in general, but still not perfect.
As for head bobbing, I'm confused by the point you were making. VR motion sickness is not the same as FPP motion sickness. Most people get motion sick in some form of VR; the same is not the case with FPP games. One is several feet (sometimes more than several) away from your face, the other is literally attached to it. People can get sick in both, but they don't necessarily overlap.
Adjustable head bob is very nice to have. I can only speak for myself, but the less bumping around the screen is doing, the better. Perhaps for others it is the opposite. But I struggle a bit with highly-mobile games (Still play them! Just in shorter intervals) where the camera is jerking around, bobbing up and down, snapping left to right without your input (HUGE no-no for me) due to canned animations.
So, a toggle, at the very least, would be nice.
I completely agree with you, for what it's worth. I've championed the cause of TPP in the past on many occasions. I would love an option, and even now, if it weren't for the neat dialogue system, I'd be advocating for TPP. But I know it's a lost cause at this point, after years of debating it, it's become tiresome to fight for.
The trouble with making it optional, as I said, is the added expense, and the reworking of many in-game systems they'd have to do this late in development. Remember, the gameplay side of dialogue is a bit innovative, and it only works because of the perspective.
One might argue that you could just snap the camera to FPP when dialogue begins, but they are going for a seamless experience, so that would defeat that purpose.