You purposely don't address sprint as it is supposed to be displayed. You (should) know that there is no running from a DIRECT fight. On top of that, I'm talking about running away from one-sided fights while you had the misfortune of running into. I have a problem with someone getting away from me when I noticeably better than them, but I have no problem with being able to get out of situations where I know I don't have a fighting chance due to weaponry, or environment.
It's nothing written in stone, but surely you've heard that games need to evolve and add more in when competition dictates as such. Even with the MC Collection you see expansion via graphics, and forge implemented. To remove sprint from Halo would be a downgrade in mechanics, as the majority of the consumer base want to feel like they have more power, and options available to them- not less.
If you want out go for it, but please do so while being more pleasant. I offered Doom because I've played it and enjoyed it because it feels like 'classic halo'. As far as well crafted games that have sprint, there are many, but none that feel like a halo game outside of Halo 4 (because Halo Reach's sprint was bad).
What? I don't address sprint as it is supposed to be displayed?
Yes, there is very few occasions where you can engage sprint directly in a fight. However coupled with thrusters or good enough foresight to know when to disengage in order to get behind cover and then start sprinting, you can escape fights.
But ok, let's then forget that part and concentrate on the part you want to concentrate on, finding yourself in a situation in which you are at a disadvantage. You've probably at that point made a grave mistake, yet you think it's good that players should have a good chance of escaping situations where they've been outplayed, or where they put themselves in a bad spot. Why is that a good thing?
Of course I've heard the "evolve" mantra. More than often it's used in a way to hold new things as something advanced and the older things as something primitive.
The exact same thing can be said about any of the mechanics that have been removed so far from Halo, dual wielding, flinch, armor abilities for instance.
You're saying the gameplay aspect of a mechanic should take a back seat and focus should be player options and making them feel more powerful?
Also, the MCC, forge isn't a gameplay mechanic, it's a gameplay mode, updated graphics are done in order to improve the flow and / or experience (Frames per Second) and portray a more detailed version of an older game.
Doom may feel like classic Halo to you, it doesn't to me. None of the modes.
No of course there aren't, that wouldn't benefit your position if you said there were, not to mention you left out Halo 5.