I think every game that included a trendy mechanic will be dated in some way. Some stuff is things you can't play anymore like MMOs, and I'm sure battle royale stuff that feels tacked on will show it's age in a few years if it hasn't already. I know the industry is already moving away from that as we speak.
It's harder to think of game trends off the top of my head since I played older games too much. I think one is cover shooting in Dead Space 3, but that is technically more related to it not incorporating well. It is a product of its time and shouldn't have been there though, and that mechanic of scavenging for parts to do microtransaction bullshit when you didn't need to also reeks of it.
The problem there is those mechanics often felt bad and dated when they were new. Stealth levels in action games were always bad. QTEs were also stupid outside of a few games that used them well. "Walk and talk" as a replacement for cutscenes. These all died off for a reason.
if it had 2d movement it becomes comically easy which was proven with the RE-make-ster.
It also makes the games harder to control. Look at how many times people complain they were running one direction, the camera changed so they pivoted right into a monster. So they change it again so that the character keeps going straight until you release the stick, only to have people complain again.
The simple fact of the matter is that "tank controls" fine. In games like Resident Evil 4 and Tomb Raider, no one has a problem with them.
I'm reminded of that one review of Aliens Resurrection for PS1 that complained about the weird controls for a FPS, using one stick to move and the other to aim. People make fun of that review as peak games journalism, but the truth of the matter is that it was a weird and unconventional control scheme at the time. The reason Quake had mouselook off by default was because people would accidentally look at the floor/ceiling, get confused, and give up.
What's strange is that Resident Evil, especially the first one, have a lot of dated elements, but no one mentions them. It's always the controls people complain about.
The real dated element of Resident Evil is having to combine gun with ammo to reload, unskipable cutscenes, and a very limited amount of saves.