I've definitely heard the argument that Sonic controls horribly in 3D before, more specifically that you're "going too fast to react to what's ahead of you"... which makes no sense when you compare it to the much-lauded 2D games in which anything more than a few meters in front of you was literally off the edge of the screen and you're also going fast most of the time. That sequence near the beginning of the video, where he's chaining bounces off enemies he absolutely could not see to aim for, is blowing my mind and makes me assume the game must have been carefully set up so if you successfully hit the first enemy at top speed and don't let go of the right arrow, the rest just happens automatically.
Something I've picked up on from various playthroughs I've watched is that doing suboptimally in a Sonic game is unsatisfying. Like, you'll survive to the end but not only are you given a low score, it won't have felt much fun either because you can feel every missed opportunity to nail the timing. But since you're encouraged to keep blowing through the campaign rather than retry the current level (if the game even lets you retry it instead of railroading you straight into the next one), that's going to be a first-time player's whole experience, just one unsatisfying run after another.
Compare that to some of the Super Mario games (starting with World) where there's also a lot of missable content in a level—alternate exits, pickups that count toward a completion percentage, etc.—but because you're in no hurry and exiting a level just dumps you right back to its entrance in the overworld map, players are much more likely to just hit A and try again, or even pull up short of the exit and backtrack to find the stuff they missed. Also, they kind of have to because the game requires them to hit a certain amount of that optional content to even finish the game, much less unlock all the bonus levels.