In the first example it's still really jarring how much their feet slide around on the ground, or sliding in place as they walk into an object without moving. I wonder when this will ever be solved. Don't get me wrong, the engine is incredible and the visuals and systems are some of the best we have seen.
It's always a tradeoff between responsive movement and realistic movement. RDR2 has very realistic animations, with the tradeoff being slightly "floaty" controls. Personally I prefer snappy movement i.e. when I press left the screen character moves left immediately. A more realistic looking animation system introduces a delay while you wait for the feet animation to "catch up" to player input.
I do too, but also think it greatly depends on the game. For example, Hollow Knight designed to have snappy response to player input from the start and I loved it. In RDR2, I find the floaty behaviour adds another layer of realism.