The publisher wanted both simultaneously. They wanted the human player character to instantly change direction in response to controls. But, they also wanted the character to move like a semi-realistic human who has momentum and takes a while to change directions instead of like a sprite that instantly changes direction. :/
For a contrast of what happens when there's no squash and stretch in animation, take a look at pretty much everything ever made by Hanna-Barbera before 1990. Everything remains almost pathologically on-model all the time to reduce animation costs.
People will act that way. Some things will compress. Certainly not all things, though. So, is curious if it is always seen as better.
Windows that are flimsy are just annoying to me, which is why I would find the view that they are quality curious.
More realistic animation is typically described as more realistic. Not "popping and snappy."