here's the thing, resident evil remakes can pull of the whole idea of changing from camera angles to a over-the-shoulder camera because they're primarily action games, not horror games.
silent hill is primarily a horror game, not an action game. its action is intentionally bad to feel restrictive. the camera angles do a LOT to service the horror, and so much has to be changed to make sure the things that happen on just the outside of the player's viewport are not things that they can now just look at. it's a really hard feat to pull off and i'm not expecting bloober team to be able to do it.
i would rather have a first person sh2 remake than a third person over-the-shoulder one. at least then you can't just rotate your camera to look around corners.
@icedquinn capcom's games had pre-rendered backgrounds, but silent hill used full 3D even on the PS1. there were a lot of really great camera shots that added to the horror vibe because of that.
resident evil changed to the over-the-shoulder viewpoint as fast as it could in re4 when the tech was there for what they wanted to do, because that's arguably better for resident evil and it's more action-oriented gameplay.
silent hill is much more focused on puzzles and atmosphere, with one or two enemies thrown at you every now and then and usually used to great effect, in part because of that fixed camera.
there are still many parts of the game that have more traditional third person views, but it's more or less completely locked behind your character still. it tightens up the atmosphere imo.
just an example to kind of help back up the whole first person thing is P.T., but even there the hallway is so insanely narrow and stuff like the crack in the door was so small. it really has to narrow down your avenues for experiencing the horror, and it has to do it in a different way. that's why a remake of a game with a free camera when it used to have a static one is a recipe for just a LOT of changes.