Hmm. AnimState had a really good article up about the animation problems with Mass Effect: Andromeda, but their site has been b0rked for the past couple of days so I can't link. Basically it was a round table discussion between four animation and VFX directors who have worked on pretty big projects, and collectively they've got a lot of experience. The general upshot seemed to be that most of the issues had to do with systems like FaceFX and collision detection, plus interactions between other systems, that totally messed things up. Not the animators' fault, since a big chunk of that happens after the animations are passed on to the next step, and pathfinding of an important NPC causes the MC's eyes to track them rather than the people they're talking to/facing, or the game not registering when someone has reached the end of a slope or set of stairs, but is still trying to put the feet at ground level.
Upshot seems to be that the biggest culprit was the different teams working on the game probably didn't have nearly enough communication between each other, so everyone was working from a slightly different playbook.