The original TS! had four views: low, medium, high, and "cabinet" (ie. two-dimensional view from above) and as stated earlier in the thread, the developers aim to recreate all of them. Also, I find it kind of ironic that you something to satisfy your need for a "precise angle" but are ready to sacrife quality because most people wouldn't notice
Here's a comparison between the old and new Timeshocks, to be specific, a screenshot from the original game and a promo image released on Kickstarter from the early days of rendering, which shows pretty well what over 15 years of technological advancement means. Pre-rendering has the upsides of realistic graphics and low performance requirements, but gives the freedom of 3D and shorter development time away in return.
I won't post any comparisons to 3D games since the difference really is that obvious. The other developers are developing primarily for game consoles and phones, which by default means smaller resolutions, smaller textures, limited lighting and such. Also, they make games with loads of tables, which means the games get much less focus.
Honestly speaking, 3D tables could look much, much better, but pinball as a genre is really niche (ie. small developers on small budgets, mostly relying on crowdfunding) and if the majority of customers doesn't really care (ie. people who play a table for only five minutes before switching to another), the developers won't "waste" their time on graphics.