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the other reason is that i suck lol
Quite a lot of care went into the pixel art in early RTS games to give units and buildings distinguishing features so players could tell them apart at a glance. In the 3D games mentioned above, gameplay would easily devolve into mass producing hordes of visually indistinct units and just throwing them all at your opponent to overwhelm them.
C&C also suffered from the "tank rush" syndrome, but atleast you could tell if they were tanks or cars or whatever.
only supreme commander and Ruse does it right
The first 3D RTS I played was Earth 2150 (released 2000):
https://store.steampowered.com/app/253880/Earth_2150_Trilogy/
You could zoom out and angle the camera to see really far in that game. Weather was a thing and you could turn the lights on/off on your vehicles to see better/hide them. It was cool for it's day, with features like designing your own vehicles.
On the other hand if you want total freedom on your camera, then check out Ground Control 1,2 and World In Conflict. These games in my opinion have the best camera system I've ever seen. You use WASD (or rebind the controls to WASD) to move the camera around much like an FPS game, and use the edge panning to turn the camera, very liberating stuff there.
I literally had to either use autohotkey scripts for games that don't allow key rebinding (I'm looking at you CoH 2) to get the WASD to move the camera implemented in.