I've talked about this a few times in the past, usually back when I would talk about the tick based recoil decay and would bring this up alongside it as an extra addition to improve feel and visibility when shooting. There is still one major design flaw in CS that destroys visibility when shooting and makes the game look jittery/jerky.

When you are spraying, your view angle instantly snaps to the next position in the recoil pattern on each shot, for that shot. This gives large single frame snaps to your view angle that are very jarring to the eye. The greater the recoil of the weapon, the worse this gets.

Your view model and your crosshair if you enable recoil crosshair are animated between shots, but your view angle isn't and there really is no reason for it not to be.

Your view angle not being animated makes it more difficult to visually predict recoil because your view angle itself is not visually representing adjustments from recoil between shots, only on the shot. Yes muscle memory handles this, but when you think about it visually, controlling recoil means really what you have to do, is pull your crosshair down pre-emptively to be below where the next recoil point will be, so that single frame snap will land where you want it to go. If your view angle is animated between shots you have much more visual feedback (a few extra frames between shots) and can actively control your recoil visually in real time, and not pre-emptively.

If you remember the tick based recoil decay, essentially one animation layer at 64fps fighting against other animation layers at your actual fps, this is somewhat the same, albeit weapon dependant. For example, when controlling the AK recoil you're compensating with your mouse input that is updating at your client frame rate against a recoil pattern that updates every 100ms, 10fps.

Take a look at this clip. First don't look at the crosshair, just look at the enemy and the scenery and how it jumps when a shot fires. Do you see what I mean? Watch how everything appears to be teleporting around because of how your view angle is instantly snapping to the next recoil position on the shot. Second, Pay attention to the view model and see that it is fully animated in between recoil positions. Finally, look at the crosshair and see that that is also fully animated between shots, and smoothly animates to the next recoil position in time for the next shot instead of jumping to that position on the next shot. You can see that the crosshair animates to the next recoil position smoothly in time for the next shot, then the view angle instantly snaps to the same position the crosshair is at, then the extra offset for the crosshair is subtracted to stay aligned.

My suggestion is that Valve animates the view angle to the next recoil point in the same way they do with the view model and the recoil crosshair. Imagine all those frames of extra visual information adding fluidity and readability.

PS: Valve, please don't let this one slide for years until someone provides an overly convoluted research paper that is completely redundant like you did with the tick based recoil decay. Just animate the view angle from one recoil point to the next like every other shooter does, and like your game already does with the view model and recoil crosshair.