It bothers me immensely when a game has badly balanced running/walking. Like, this is a very broad problem, but games constantly screw it up:
- Walking is so incredibly slow that it's completely useless, even for precision purposes. Best example I can think of is Stardew Valley's ridiculously slow walk and somewhat frustratingly slow run.
- Both animations fail to sync up correctly to the floor, usually because the characters move faster than the animation. Xenoblade Chronicles immediately jumps to mind--Shulk's goofy run animation, outside of its silly appearance, never seems to line up with the ground as he moves.
- One of the buttons used to walk/run, or the act of walking or running itself, is multipurpose, interrupting gameplay. I can excuse NES games because there were only four face buttons, but this still occasionally crops up--my first thought is the Ezio trilogy of Assassin's Creed games, where walking fast makes you pickpocket people.
- On that note, when the player moves slower or faster than characters they're supposed to escort or follow--this crops up everywhere, but I recall that Assassin's Creed was terrible about this, having tons of escort missions, stalking missions, and walk-and-talk sequences where you constantly have to stop walking or take a weird zigzag route so the other person can catch up to you.