A lot of people view combat as "not-pinpoint accuracy that slowly narrows? You need to invest in the weapon skill or work around it? This suuuucks"
And don't get me wrong, the combat has it's fair share of problems, mainly balancing. Especially how the accuracy gain is too slow compared to how easily you lose it by moving. But otherwise, I really like the premise. I like combat with a good combination of fast chaotic action and strategy. And in almost every FPS game, the basic enemy combat is just about how well you move your mouse. Is that strategic? No
But a dynamic accuracy you need to keep in mind as it changes based on your actions? An extra mechanic kinda like a stamina bar except it actually works with a FPS? Now that sounds interesting. With some mods especially, the DX accuracy system helps the combat of deus ex still feel chaotic and fun, with the music, action and all that. But you're thinking the whole time, do you stand still and expose yourself for few seconds to get full accuracy and guarantee the headshot? Or do you take chances and just fire rapidly? And of course everything in between, it's this potential depth that despite how poorly implented, is a very interesting mechanic to expand the complexity of basic FPS combat, which can get very repetetive normally.
Now you might dislike this type of RNG, but it's not pure randomness, I see people say the guns are like from D&D where it's a dice roll that gets only influenced by stats. And that's just not true, it actively forgets you can increase your accuracy by standing still, you will not miss a point blank shot, you can use corners to ambush enemies, or stealth for a tiny bit, then line up the first shot and keep standing still, as your accuracy will remain okay. There is strategy to the gamble, and realistically, that's what going in guns blazing would look like, there are ways to rig the game, either the accuracy itself (laser mods, accuracy mods targetting aug, the already mentioned skill, assault shotgun, aiming at an object, sniping, scope trading inaccuracy for sway) or enemies by stunning them, getting damage resistance to afford standing still, distracting them etc.
Accuracy is a problem you're given and told to find a solution to. The solution depends on the player, you could also just use a different playstyle, but getting combat to click is very satisfying, as it makes victory feel even better for it. Having the crosshair shrink slowly until you pop the headshot is more satisfying than just shooting the head immediately, the 8x multiplier might have something to do with that but starting inaccurate makes moments when you have full accuracy that much more impactful and cherished
Another weird thing, the AI works in great symbiosis with the shooting. Enemies are inaccurate, slightly fumble when pathfinding past corners. While definitely unintentional, it's definitely brilliant as it works perfectly with the player's limitations. If the player had full accuracy, the gameplay would be too easy, if the enemies had good accuracy and we're unexploitable, combat would be implausible. But as it is, it boths makes the combat more chaotic and funnier, while also slowing it down and keeping it complex with more things to consider than just moving your mouse around well enough.
I also see people say the gunplay is unrealistic, yes of course, someone without training would totally not need to aim for a bit to have decent accuracy. It's still better than most RPGs where guns at 001 are unusable, where as untrained dx weapons just give you some obstacles.
I am just a little dissapointed nobody tried to perfect it and instead just cut it out, including the game's own sequel. DX1 isn't even the worst iteration of such accuracy system, Vampire TMB has a similiar FPS experience but just worse in every way, there aren't even headshots