that's cheating
I believe most people would define cheating as having an advantage over someone else when used in a multiplayer game, not a feature you don't like.
Adding realism does not make a game more fun. Especially in games with a random number generator handling spread. I still have to actually be accurate with hit boxes/cylinders, you just don't get cheaped out of a hit due to a completely random factor-- I can't spread my legs apart to dodge bullets, and am completely at the mercy of the animator.
Any developer who can't do a damage model without per-poly should just give up game development. Team Fortress did it 11 years ago. Gamepads don't change a thing, as PC games were more than capable of doing it before and after Doom3, using that as a reason is just PC elitism, certainly before the current wave of consoles, and long before the PC was getting Xbox/PS2 ports.
In terms of other games in addition to Doom3, CSS essentially has per-poly (the amount of blank space is less than any spread in any gun), a couple of generic modern combat shooters from a few years back (something Ops-- like that narrows it down), and a W:ET mod that added as exact hitboxes as possible (models had extra stuff like trenchcoats so you couldn't do per-poly), and a mini-mod for ET:QW that did the same thing, as it's D3 engine. It's just a silly gimmick that can be used as a bullet-point on the back of the box, as most developers realized how it's a bad idea in practice.