Jak and Daxter for the PS2 never gave me any camera trouble, and that was back in the very early 00's.
There are also ways to mitigate the harm a clumsily-integrated/limited camera can cause; remember the coin trails in Super Mario World that would show you just where you're supposed to jump, to compensate for the fact that the camera couldn't possibly show you where you're supposed to go next? Remember how Assassin's Creed II had "might wanna look over here" warnings pop up on screen when something consequential was happening out of view of the dramatically-angled camera? Remember in Gears of War, how pretty much all firefights were head-on confrontations (unless the designers felt like planning a cheeky ambush, a la several points in the Locust Hive) because taking cover would constrict the camera in such a way that makes fighting two adjacent groups at once unfairly difficult? Gears even had a feature where the game would prompt you to hold down a button to make the camera lock onto meaningful events, because there's a good chance the camera would keep you from ever noticing otherwise.
Hell, even the HUD in FPS games qualifies, since there aren't many ergonomic ways of using a first-person camera to assess ammo count and player health, and the little "you got shot from the right" hit markers in games of the same genre compensate for your limited field of vision, along with the deprivation of the senses that would compensate for this, such as touch ("ow, I just got shot in the right shoulder") or Doppler hearing ("hey, I heard gunfire come specifically from the right, in the distance"), peripheral vision ("hey, I quickly glanced to my right and saw something, instead of tracking my gun all the way over there to look"), and perhaps most importantly, the fact that nine times out of ten, you'll never see the tracers of rounds being fired at you, making it impossible to know where to take cover and where to lay down suppressing fire. I know the latter part is realistic, but this is one of those instances where "real" equates to "cater to the camper".
Point is, just because you can't design the be-all-end-all of cameras doesn't mean that you can't find ways to keep it from hampering the game.