>>717992365
It's harder for a game to be horrifying if I'm able to flick zombies from hundreds of feet away as if they're not a threat at all.
Limiting the player's control is a way to remove some of their power and make them feel more fit for the game's intended setting.
Tank controls for example force more deliberate movement from the player or may cause them trouble when trying to suddenly escape an ambush, etc.
Resident Evil games used to be considered "survival horror", the point is to survive through this horrifying experience, not to gleefully pop heads like it's Call of Duty with 0 risks and a wealth of resources like ammo and health.
The controls may be restrictive, but that's part of the fun.
Something slightly related to this is how the original Doom lacks a jump button, adding one would trivialize some of the level's. But yet it doesn't have that simple and common/standard control of jumping, the main character lacks that simple power.