The first video, while beautiful from a cinema perspective, would be terrible from a gameplay perspective.
It is visually dramatic to have limited views, tight shots, constantly cutting to where the newest action is or will be in moments.
If you were playing like that you'd not be able to see any new openings for you to attack, nor plan ahead to see what to dodge. It would be more like a QTE sequence, "button mash A" that many people like me despise. That isn't gameplay, that is buying a controller with a turbo button built in.
Even in the last video, a bullet-time view watching the hero manipulate a magic arrow may be exciting for a cut scene of the final blow, but that better not be the gameplay experience.
This gameplay is bad: Suddenly the game pauses and switches modes without warning. Instead of controlling the character's gross movement of running, jumping, dodging, and attacking, I'm now controlling their fine movement of a single finger twitch. The game has previously been about broad controls and strategic actions, and suddenly is a timing-critical twitch game. Twitch at the right moment to activate the magic arrow, otherwise you lose. No thank you!