I like the Cosmic Soldier games, where the 3D view is a tiny window squeezed in between all the UI elements, including a large static image of a character.
It’s obviously a common way to hide resolution constraints for old PC games, especially early 3D exploration games in first person such as Star Cruiser, Captain Blood or Corporation.
Probably inspired by this era, and maybe the doomguy’s face in Doom, Crime Crackers loves showing its three protagonists at all time instead of the modest aesthetics of its contemporary King’s Field.
No such technical constraint with modern 3D games, obviously, but Tekki / Steel Battalion (2023) cleverly used this trope from mecha-inspired games to better communicate the social status and economic progress of the player as they purchase new mechs.
Not sure if Nintendo DS, Nintendo 3DS and Wii are automatically disqualified for obvious reasons? But recents ports have led to some interesting interfaces on modern consoles.
I found the old game I was specifically thinking about when I wrote this. S.F.3.D Original: Operation Thanksgiving for the PC-8801.
Which would then influence better known games such as Power Dolls.
Which influenced the UI design of consoles games like The Hybrid Front on the Mega Drive.
Some of these early choices stem from hardware limitations, but the helpful information on display certainly influenced later games such as Quo Vadis 2 and its flexible main map display being completely removed from the rest of the HUD.