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In first person, it's much, much easier to do it that way with the camera stuck to the bridge of the nose if the protagonist mesh is always visible. (Look at what happened with CP'77 when they wanted a traditional FPS UI with a visible protagonist. Weird plastic-man V to stay out of view of the camera with the right parts still in view. V's mesh shape while carrying a body was downright creepy.)
It'll be difficult to fix without some weirdness.
At least, this head-bob has a logistic excuse.
Several games artificially introduce head-bob that makes no sense. It's less realistic because the Human brain uses what we see and how we move to provide stabilized imagery. We usually don't notice our own head bobbing when we walk or run until we specifically focus on it. A stationary monitor doesn't offer the feedback necessary for stabilized perception.
A much more complicated way that will allow a stabilized view with a visible mesh (which a visible mesh is currently required for RTX reflections even when not in front of the camera) is the camera having its own series of bones in the skeleton with the model base as the parent and using programmatic positioning based on Henry's posture to keep the camera from clipping into Henry's head mesh while still being able to see the appropriate body parts.