By going with FPP-only for "immersion" reasons as they've stated time and time again, I really feel like they need to get it right. As such, seeing them skip that in some areas (perhaps no contextual animations) is very unfortunate.
You know how much I agree on this, but there wasn't much we could do one year ago about this except for giving feedback, there's nothing we can do now since the feedback would be exactly the same.
"Oh, please, add contextual animations, don't make us feel like a floating camera if you want to maximize the immersion" didn't work 1 year ago, it won't work now.
Which is fair. They're making the game, they know what they can or can't (or want to) do. We'll just need for rockstar to make a full FPP game to set the standard once again (I mean, RDR2 is already a standard for FPP animations, but we all played it in TPP since it's so much better). It's a bummer, but if I could change only one thing from the demo, that'd be "+X% DMG to bullets" perk (which was another useless preventive feedback of mine). And we haven't seen yet what happens with "theeeeeeeeese guys are levels higher than we are", which is probably my biggest fear.
Do you think it may be a case of consistency? For example, maybe that auto pistol V used was good, and maybe some of the melee weapons journos have seen before are good, but Sasquatch's hammer is just bad. Maybe there will be a few weapons that just feel wrong. I hope not.
As a non-dev (by far), my only guess can be that the 5 weapons shown during the first demo were the only weapons they animated at that point and they did them with the highest possible attention since they wanted to show them (mantis blades were not great, but acceptable given the early state: you'd expect improvements), while what was shown 2 weeks ago was the current state of other weapons and those didn't receive enough attention in the last year since probably the animation team focused on everything else to finish the interactive scene system (that looks like a mess to be done).
It's also possible that CDPR dropped some "special dev move" seen from other companies in the past (coff watch dogs coff anthem coff the division coff) and last year showed some fancy pre-rendered stuff that actually was not 100% existing. So the 2018 demo was played live, but a very vertical slice, more like "a target" than the reality
At this point I wouldn't rely too much on the PAX demo since it could be affected by these devs' attentions to hide bad things and instead show things that work fine. For example at E3, after the first day feedback, they stopped showcasing the hammer's moveset. We'll need to see it and wait for journalists to confirm it's the same stuff they saw at E3.
Actually, I'm watching the old demo for confirmation and - except for the shotgun which one-shot-kills everyone - there's no animation when enemies are hit until they die. It's not easy with ironsight and all those pink numbers covering their bodies (I don't want go for a "I see what you did there", though), but you can se that if you pay attention. Which is a bit scary at this point, if they haven't improved a bit from that.