In Bannerlord chambering mechanic is realistic because our weapons should collide to each other. But we don't have enough control on animations to make them collide. From Warband I am used to fast blocking and in Bannerlord doing fast blocks makes your animations useless at defending. Not allowing fast blocking with this realistic feature that our weapons should collide is a really good improvement. I started to condition myself to learn this animation based system. When it comes to chambering in Bannerlord you cannot be successful by learning animations and you cannot make your hand move to the enemy's weapon because the animations are bad. To fix this issue Taleworlds can do a lot of things but all solutions change the combat mechanics a lot and will imbalance other things or sacrifice realism too much. Good luck Taleworlds
The "bad" animation actually makes chambers less likely to happen in ways that look natural and realistic (i.e. when both players are directly facing each other). Most chambers I see in Bannerlord happen in very bizarre and improbable ways, since the range at which they can occur is increased to awkward angles, due to the fact that it's based on weapon collision. I consider this approach to chambers actually less imaginative, since making them occur by the weapons physically colliding seems like the most straightforward and naive approach. I'd imagine most developers out there would try it this way before they tried any other method. On paper it might seem like the most logical (if you take no consideration for practicality in gameplay). But never mind the realism (in a mode where you have matchmaking, healthbars and shields that vanish after several hits) anyway. The responsiveness of controls, functionality of gameplay and the fun-factor are of greater importance. The current mechanic seems better suited to a mildly amusing tech demo than a thoroughly commendable MP game.