If you get good enough to reliably point your weapon at their head (before they do it to you), you are basically invincible.
It basically makes the game unplayable, because you have following 2 options: 1) play normally and get killed constantly which is frustrating 2) train to exploit this mechanic, which makes no sense
And when you get to learning those parts of the game, you always end up sitting down and drilling a small part of the technique for hours over the course of a few sessions, because that's the only way to get the right muscle memory.
It's unavoidable wherever games are doing abstract things: mouse/stick/button inputs are meaningful because of the context, not because they are the actual action being performed.
When I want a game that feels fully connected, I play pinball. Virtual games get close(and work great on a phone) but real ones let you nudge the machine finely.
I guess you can learn how to anticipate the deviation as long as it's static and dependent on your movement speed (e.g. not random), but that's still good right? It's a skill thing, not a luck one.
you basically move forward and if you see something you want to shoot, you move backward for a fraction of a second. that will cancel the forward acceleration vector much faster.
also another strategy is to find a place covered by a wall, and move left/right quickly. when moving from left to right, there will be a point when the acceleration vector is 0, and that is the moment to shoot.