Are you a game director?
Do you understand the full scope of the definition of jank for a game director? I speak with a game director relatively often who worked on a massive immersive sim success in montreal.
It can go from an ogre jumping 200 ft in the air in Skyrim after a shout
or be subtle as fuck and you've lived with it your whole gaming life without
Take Dark souls. Armor. Ton of clipping and vertex bending where it shouldn't happen in any "realistic" scenario but making it realistic would get in the way of fun because it would mean that your movement is limited by what you wear and you would end up with a ton of limitations in builds. So designers didn't limit animation systems based on armor proportions and possible movement range. The game is thus "gamey" and you see the visible seams holding the game together as being.... a game, but for just having a good combat system its something you have to live with, massive armor shoulders clipping in the head and what not. A character movement over terrain. You want realism? Inverse kinematics on the feet that will affect your combat on every little rocks and crags and affect your hip movement and combat? No, jank, animation jank is tolerated because it would make games insufferable.
KCD combat, definition of jank, but unless you plug a VR headset and have VR controllers to move your sword and shield with 1:1 scale, its something you have to live with in gaming.
Fact of the matter is that, there were over a dozen youtuber drama farmers going from a little jank is fine to extrapolating it that the game is broken.
Game is not broken