This is quite debatable, if you notice that the car is a 3D object, then something is already wrong.
But for "boring" rigid objects, there's less of this advantage; hence, the consistency benefits often are more important.
There's a lot of impressive work in 3D animation that looks quite good. Outside of Bandai Namco's work on idol anime, Studio Orange has made some of the best looking 3D modeled anime lately and a few other studios have been getting into it. I'm more familiar with video game animation, where Arcsys Works has made great strides too, by using animation on threes, manual tweening, stretch and squish bones, and carefully UV mapped textures for crisp color boundaries.
I'm not sure if I'll be able to find this, but there's an episode of Steven Universe with an extended reference to a scene from Kill la Kill of a transformation sequence.
It looks maybe 1% as good; not only that, but the character turns into a pure white silhouette for the entire transformation because it doesn't have a character design suitable for being transformed. (Instead it has one designed to make the animators' lives easier.)
When it's bad, you recognize that it's janky crap tier 3d animation from a company that either didn't care or was put under such a tight timeline that they simply couldn't care.
The more rigid the object, the better this works. 3d cars look better than 2d cars, even in an otherwise 2d show. Mechs look a bit worse. And human characters look horrible.
Yet anime studios still do it. Including for critical highlight scenes like dance scenes (Check out Love live dance scens), because it is so, so hard to draw humans dancing.
So if anime studios are willing to do something, that looks obviously bad, as a widespread practice. There'll be 0 barriers to AI inbetweening adaptation, which would likely look BETTER than human inbetweening within a year of release.
AI anime art has already wiped out the lower-end of patreon artists, and is heavily impacting the mid-tier. Because AI has gotten more technically proficient than the average mid-tier artist. Pretty much only the higher-end can hold their heads above water. Or they have to transition to drawing comics with storylines, instead of just simple images.