>>723973280
I would be a hypocrite to say I hadn't fallen into that trap myself. Early prototypes of my game had a combat system wherein player attacks were done via raycast calls that were beamed out of the center of the screen; this was done because I had heard American McGee's Alice was built on the Quake engine and, not having played it at the time, I looked at some YouTube videos and thought that was how it was done. When I actually came around to study the nuances of Alice, I realized that my conception of how it controls was completely wrong, as it uses a collider system with its melee weapons, and I consequently changed how my game works because, instead of doing the Twitter move of just copying something I saw yet did not understand from the internet, I actually went out of my way to study how the source material did things.
Of course, some things were done because I just felt like it would be better: the combat stance system developed because I wanted a lock-on system like Dinosaur Planet but, not having ever attempted to do such a thing, I decided to have the camera switch to a third-person shooter type gig since I had made a third-person shooter type game before; turns out I accidentally made a control scheme similar to Oddworld: Stranger's Wrath and Conker: Live and Reloaded. The good thing about accidentally Conker's controls is that I can steal Conker's Xbox controls for my own game's controller support with tweaks to include weapon swapping with the bumpers and blocking with the left analog stick; prior to that I was testing using a Dinosaur Planet-like layout where you use the triggers to switch stances and the B button to attack and X button to block like a demented Nintendo 64 controller.
Moral of the story is to actually play the games you take inspiration from and not to blindly trust YouTube videos unless you're actively trying to make something unique.