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When it's subtle, head bob can be effective at increasing immersion- or at least hiding things that are immersion breaking. But many modern designers pile it on a little too thick.
It's best left to smooth out the animations in specific cases. Breaking into a sprint (just to indicate the change,) or sitting in first person all benefit from a little bit of sway to hide robotic camera movement.
I think this game has opted for the modern design of giving the character "weight" and those weird drunken camera motions are a result of the momentum.
While some games (usually indie horror) overdue it, in more down to earth titles it provides immersion, more immersion than the player character controlling like a hover drone anyways.
It's not immersive, your brain works with your eyes to compensate for the motion and stabilize your vision. Your brain is doing a lot of things to ensure you don't get sick trying to do simple tasks. Tilt your head to the left or right while looking at an object, your eyes and brain will stabilize the image.
If devs really want to try for real first-person immersion outside how we perceive objects, they'd add a blurry nose in the bottom-middle of the screen as well, something our brains block out naturally. I won't get into film grain and chromatic aberration, something else your eyes don't see.
Even phone cameras and drones you use today have stabilization features because they realize no one wants bouncing video of their kid's graduation.
Starcitizen devs have actually worked to resolve this in their game, though I question if that game will every hit 1.0.
Here is a video about what they had to do to get the camera stabilized to avoid immersion-breaking head bob. Eye tracking discussion starts at the 12 min mark.
https://youtu.be/_7GG0y8Jmcs?feature=shared