Poor controls are not necessary for survival horror, nor is the fixed camera. The fixed camera was used as a crutch to make the game look good because allowing them to draw detailed 2D environments in a 3D perspective that would be broken by a camera that can move. The only survival-horror element I've gathered from the fixed camera is it allows them to pull cheap tricks like hiding a zombie under a chandelier when the character should be able to see it as it's standing there right in front of the character's face. Granted, some other camera schemes like a fully player-controlled 3rd person camera does take away from horror elements as it allows you to peek around corners without actually risking putting yourself out there, giving you undeserved information (and fear of the unknown is one of the keys to horror), but fixed camera isn't the only method to prevent that.Yeah, same.
If you take away tank controls you're pretty much taking a component from survival horror, same with the fixed view areas.
As for tank controls for survival horror, you don't need the game to control poorly to keep the character from being overpowered and not fearing enemies. Eternal Darkness used a camera system similar to Resident Evil where you had cameras at various locations and as you moved from room to room you'd switch cameras, but rather than being fully fixed, they had the ability to pan to keep the character in frame in larger rooms. Anyways, despite using the fixed-camera-like perspective, it used modern day controls where the joystick corresponds to a direction on the screen rather than the character, and the tension was still there because the characters still weren't over-powered combat-machines.