While they mostly normalized recoil direction, they added more bloom or spread. This mechanic is about the worst part of the gunplay in BF6, right after the random direction recoil that many weapons STILL suffer from, even after the recoil patch.
Some people like to bring up that you have to burst to be accurate at range, but anyone who has really played the game, and played with most or all of the weapons should be able to explain that doesn't solve the issue for at least half the weapons. Due to the random recoil, many weapons you still have to catch it when it decides to launch several feet off of target at 15m. Due to random spread reduction, some weapons will retain horrible spread even when fired in burst.
You can be quite accurate in SemiAuto, but it's a pain to remember to swap back and forth, and if you don't do it consistently enough to muscle memory the action, then it will likely get you killed more than it will get you kills.
Then the last reason it feels terrible is because they balanced them only within catagory, and not against all weapons. Weapons in classic style, with class lock, felt like they had benefits and detriments depending on what you were carrying. LMGs felt slow and clunky, but had accuracy at range and large mags. PDWs felt like trash at range, but did very well in close engagements. Assault rifles felt like a good middle ground between the two. Snipers didn't have some insanely idiotic mechanic that lets them OHKO when they're a bad shot.
In BF6 it doesn't feel like each category of weapons has it's ups and downs. They tried to give everyone an option for everything, and the result is that nothing really feels that unique and that there is no reason to choose anything but OP gun in the players mind.