I think many people fail to notice the transition Doom 3 undergoes as it plays out, where although they use the same mechanic (in this instance, the imps leap attack), it's not trying to achieve the same effect as it was earlier.
Early game, it's a jump scare, purposely made to be that and placed during areas of tension build-up as an unexpected shock, later in the game however, when you have many powerful weapons at your disposal, they use it as a way of letting the imp get in a shot at you since he's not likely to even get close otherwise.
After the 4th or 5th time they've specifically trained you to predict it coming up, that's why the focused shifted away from being placed in tension building/scary lead-ups to instead 'regular' areas that already just had a bunch of enemies, instead using it to chip away at unwary players health(or other times as a sort of 'booby trap' for players who try running away from existing enemies by sprinting up ahead), providing a sense of gratification and game mastery as you 'outsmart' the demon and avoid it's leap attack, a form of positive player feedback which is actually incredibly common in (good)game design.
As I said though, people don't seem to notice this and just go 'urrg, Doom 3, stupid jumpscares got so predictable'. They think they're actually the clever ones who just figured out the 'totally dumb' system that the 'silly' designers keep trying to pull over and over, and don't realise the doom 3 designers were leading them by the nose the whole time and building them up specifically *to* know better.