If you've used an air mouse like the 'magic remote' on an LG TV, then you're familiar with how those can be calibrated to require very little wrist movement to navigate the cursor across a wide area.
Gyro aiming on controllers is essentially a built-in air mouse. Many games even have sensitivity tuning that allow you determine how little you want to move to aim. It's no longer like the Wii IR aiming where you must be in front of the sensor bar.
Good gyro implementations have gyro as a seamless addition to stick aiming. I use thumbsticks for broad adjustments and gyro to finetune for headshots.
If a game has keyboard and mouse support, then it already supports precise aiming. Gyro gives access to that precise aiming in the form factor of a normal controller. And it can be disabled on a software level. Also, it works and is especially helpful on mobile devices like Switch and Steam Deck.
I don't think there's a risk of games having forced gyro, excepting if a game or section of a game is built around a motion concept (e.g. 1 2 Switch, or those dumb gyro shrines in BotW).
Even the biggest proponents of motion aim like Nintendo have gyro aim as a toggle. Yeah, even with gimmicky moments like the gyroscope shrines in Breath of the Wild, gyro aiming itself is still a toggle in that game. I'm pretty sure Nintendo and other developers are keenly aware of the backlash against forced motion, and they do correct it afterwards (e.g. Legends Arceus, Skyward Sword HD).
If there's a game with forced gyro then criticize it to kingdom come, just as one might criticize games with excessive QTEs, or excessive clicking of L3/R3, or input latency, or bad deadzones. Gyro is an input method just like sticks and buttons and it is up to developers to implement it well, including the options to adjust sensitivity or turn it off.