I could have sworn that somewhere above I said that my comment regarding realism was a sarcastic one. I don't know what argument you think I'm making. Do you actually think developers base whatever game they are working on just ONE thing? I'm pretty sure MOST developers emphasize realism or balance in some parts of a game and not others.
And they are allowed to - it's there game and they design it the way they want to. Designing a game and complaining about its features are 2 separate things.
The compromise between balance and realism, exists because 1) real world parameters and conditions makes for a not-so-fun video game experience, and 2) when there is a conflict between the 2, values are changed to compensate, since unless the game is purposely designed to be as realistic as possible, balance is always more important.
Take the weapons for example - if they truly behaved like their real world counterparts, every weapon would not be a viable choice. There would be really good weapons and really crappy weapons - things need to be changed for balance and to make using the weapons more fun.
Death animations falls in here to. Bodies need to fall and land a certain way, since players can interact with downed players - They all need the same "canvas" to work with.
The reasoning (realism) for why your argument for changing death animations is pointless, is because of the hypocrisy that is built into it. By saying one element should be more real, while ignoring all the other non-realistic elements in the game. If realism is your deciding factor, how can you have "selective realism?"
I don't think you (and others) really care for the death animations to be more realistic, because if you did then you just want bodies to fall over. Most bullets pass right through bodies. Bodies do not fly around, do flips and spins in the air when they are shot - they just drop dead. I think "more visually appealing" is what you want, not "realism."