Supposedly they are working on a patch to make the controls better for both PC and controllers.
I'm dubious about how much they can do to improve the keyboard controls.
Going by what GreyFuss posted earlier, the game is using camera-relative control, and camera-relative control isn't easily changeable to character-relative control.
I have discovered that the two biggest annoyances I have with the controls is the sudden change in the camera view and the fact that Kate always takes a couple steps after you let go of a key. These two annoyances were quite evident in one part where I had Kate go up some stairs using the 'W' key (up) with the camera view from behind her and immediately when she reached the top of the stairs the camera view switched to in front of her where the 'W' key (up) now made her turn and walk down the stairs.
If the game had been using character-relative control, Kate would have kept moving forward up the stairs and proceeding forward, no matter which way the camera flipped around. She would not have turned around and gone back downstairs. In order to move her to the right side of the screen, you'd have to tap the D key (or right arrow key) until she turned and use the W key (or up arrow) to move. Alternatively many PC games allow you to steer with the mouse and use the A and D keys for strafing. Character-relative controls also often allow mapping the W key to a mouse button. Character-relative controls are better for keyboard and keyboard/mouse control.
Follow-cam (aka over-the-shoulder) may be considered a type of 3rd person because you see your character on the screen, but actually has more in common with 1st person. With follow-cam, you're always behind your character and controls are always character-relative, just as with 1st person. In contrast, in the more common "3rd person" view in adventure games, you might be viewing your character from the front, the side, the back, at an angle, etc., but mostly you're not behind him. Not many adventure games use follow-cam, but Uru and Talos Principle had it as an option and Dreamfall used it (though Dreamfall had an issue with the turning axis being in the wrong place, making it more confusing to control with keyboard than the countless keyboard-controlled RPG's and action games that "Darkside" gamers may have played).
With camera-relative control, the direction your character is moving changes when the camera flips around, and you can end up in a loop going back and forth through a door or going up and down stairs. The D key always means go to the right side of the screen. So if the camera flips and the right side of the screen changes 180 degrees from what it was before, you'll be going back and forth forever. Similarly the A key always means go to the left side of the screen, the W key means go toward the back of the screen, and the S key means go toward the front of the screen, and a 180 degree screen flip will send you back and forth forever.
Camera-relative control works fairly well with a gamepad because you're pushing a thumbstick in the direction you want the character to move. This is not so easy with keyboard keys.
In contrast, Character-relative control doesn't work so well with a gamepad because of the difficulty of getting the character to run in a straight line. Unless you are VERY good with the gamepad thumbstick, the character ends up running in arcs, veering slightly left or right because of the difficulty of pushing the thumbstick exactly upward.
The first adventure game I played with camera-relative control was Broken Sword 3 (BS3), and I had a terrible time controlling it, mostly because I was used to character-relative keyboard controls (the norm for keyboard-controlled and keyboard/mouse-controlled PC games back then) and my reflexes were all wrong for camera-relative. However one thing the developer (Revolution) did was to prevent the character from suddenly changing direction when the camera flipped around. For as long as you continued to hold the key down, he'd continue running in the same direction as before the camera flipped. This still wasn't ideal for people with shaky hands, but at least Revolution recognized there was a problem and as long as your hands were steady you wouldn't suddenly reverse direction or run off at some weird angle when the camera flipped.
Grim Fandango used character-relative control. It was still a bit confusing because it wasn't follow-cam, and when Manny was facing you, his right would be your left, etc. But it wasn't that hard for me to keep track of. Nowhere near as hard for me as BS3. People may have problems with keyboard control in both Grim Fandango and Syberia 3, but the two control schemes are definitely not the same.
Many years ago, around the time BS3 was released, I remember some guy posting to the adventure newsgroup to complain about the camera-relative keyboard controls in BS3. He said he had to relearn all his keyboard reflexes in order to play it, and then after he finished BS3, he had to unlearn his BS3 reflexes and relearn his normal keyboard reflexes all over again in order to play all his other games. Apparently all his other games used character-relative control.