Some 3D games kind of sort of do it (ex. not being able to combo off a ledge in DMC or Souls), but I'm fairly sure that's an inverted version which analyses terrain around the character instead of constraining them to a 'legal move area' that can never be wrong.
I guess Quake is actually a good halfway example - it makes you 'seal' your level so the build tool can generate an interior hull (skies and other types of void are just magic walls that look like they lead out of the map) and has the pleasant consequence of creating proper inescapable 1:1 collision.
The archives are a bit dry of proper footage, but I did stumble across this dusty old VHS labeled Netherrealm FMV Fighting Game Prototype: Press Eyes Only (1992)BIL wrote: ↑Thu Apr 18, 2024 6:58 am Shitty collision detection is par for the course in a lot of Konami's mid-to-late 80s PCBs, and this game's preposterously massive enemy projectille / enemy falling scenery hitboxes are no exception. But a bug where enemy projectiles hijack your own attack's hitbox is genuinely pretty novel. I'd love to see similar (unintended) examples, if anyone has them.
Characters still move on a 2D plane, and collision is obviously broken, but in terms of presentation they were clearly thinking ahead all the way to MK9 and beyond.
Toward the end, you can even see a very early version of the assist mechanic that appears in their newer games!