Hold on a second. You say it wasn't even good for its time, it was the ONLY one of its kind at its time, it created and set the rules for console FPS, and anyone who got used to the controls playing MP all day on a real N64 controller will know that it still has advantages vs. a modern Halo style setup. So I say it still has merit even in this time.
I'm extremely opinionated about this because I recently had a headache testing this game on Series X, 4 player doesn't work. I found the twin stick controls fit badly and tried setting A/B/X/Y as the 4 C (A and B went to L/R). It was serviceable, and it made me realize that moving with a button allows you to make more precise adjustments than with a stick, making it a surprisingly effective companion to analog instead of a second stick.
Along the way I got the leaked 360 version and went back to compare everything against real N64 too. Made me realize why Goldeneye and Perfect Dark are the only FPS games I ever enjoyed playing on a controller-I liked it better on 64. As far as I'm concerned, twin stick Xbox style isn't an option unless you're basically treating the game like Mario Party where everyone just expects random chance hijinks. Which is certainly acceptable for what it is, but not my style with FPS games. Of course, mouse/kb at a desk beats everything, but 007/PD are still the only FPS games I can take seriously while kicking back on the couch with a TV.
Goldeneye and PD understood certain fundamentals about analog input that the modern shooter template misses entirely, likely as a result of being developed by a team who were fresh to the world of game development.
Number one: First-order analog control, a.k.a. the 1:1 aiming mode. You don't have to integrate a non-linear time equation in your head and nail a tight timing window in order to hit with pinpoint accuracy - it's literally just aim and fire.
Making headshots or shooting the gun out of a guard's hand is manageable and consistent, where doing the same with traditional pad controls feels like aiming through molasses.
Number two: Explicit auto aim for situations where you're stuck with face-locked aiming. Actually being able to run and gun in a console shooter without needing pace-killing regen and cover mechanics, conceding accuracy to hip fire, or secretly meddling with the inputs under the hood.
It's kind of iffy that they scale it based on difficulty setting, since an input barrier is pretty artificial as difficulty measures go, but it's still leagues better than the input barrier of not having it at all.
As an aside, MechWarrior 2 also did the first-order control thing for joystick aiming and it was perfect, especially for a sim game about fantastical future military tech. Nobody knows what they're doing anymore