Additionally 3D modeling is much easier to create rather than having to draw 2D sprites for everything. Unfortunately you lose a lot of the expressiveness that 2D sprites can perform due to having to remodel and retexture 3D models instead of simply adding an extra couple of sprites for whatever you want to animate.
1. Additionally 3D modeling is much easier to create rather than having to draw 2D sprites for everything.
2. ...retexture 3D models instead of simply adding an extra couple of sprites for whatever you want to animate.
This is contradictory.
I must have misspoke because the idea I was trying to convey was intentional (probably shouldn't have used the word retextured there since I meant creating new models). Once you've made a 3D model you can move it around, manipulate it, or distort it easily enough. But you can't add or subtract parts from a particular model. For things like weapons that change in appearance when you equip different ones, you need an entirely new polygon model created and textured. The other thing you do need to do with 3D animations is to create the instructions needed to tell the game how to manipulate that model based upon received input or when a certain action occurs; often referred to as canned animations (for instance leaving your character idle for a minute will trigger the canned animation of an idle pose or action like sweeping away some hair or stretching).
Whereas 2D sprites can't do anything on their own since they're just a static image affixed to a hit detection box. You need to create additional sprites to depict the various phases of movement (extend a leg, plant leg and shift body weight, retract other leg, either halt at default or depict the other leg passing the first leg, extend other leg, plant and shift weight to other leg, retract first leg, halt, repeat, or interrupt to shift to a different action), and each phase and act needs its own sprite and memory address. But sprites are smaller in memory overall and a lot more straight forward to work with even though they can be more difficult to create than 3D models depending on how detailed they are and what you're trying to animate.
An example of what I'm trying to describe would be like when Riou is running around in the mercenary fort at the beginning of Suki 2 cleaning up oil spills. In a the game's code there's a whole set of sprites of Riou moving around with a rag in his hand as well as a couple of additional images of him bending over to wipe the floor that are separate from any other image of him performing a normal action and these images only exist for this one scene; after that they are never intentionally referenced again. Additionally you only need to draw Riou bending down and wiping with the rag, everything else can just be copied from the standard moving around set but edited slightly to include a rag somewhere and assigned to new memory locations for future reference.
For a 3D model version of the same scene you'd have to create a canned animation of Riou bending down and moving his arm a bit, but you'll either see a rag or no rag at all. Most likely it'll be the latter case since in order to have Riou bend down with a rag in his hand he'll either need an additional model of himself with a rag already in his hand and the action will be accompanied by new canned animation and a fade out so that the models can be switched, or a model of a rag needs to be created and made to look like Riou's holding the rag and the rag moves as both Riou moves and as Riou bends down and wipes the floor (both of which can lead to physics engine complications due to trying to bind two different objects together without making them clip into each other, fly apart, or drift into outer space).
In the end 3D models have an advantage in a game like this because all they need is one or two models and a set of instructions apiece rather than a full sheet of sprites for everybody. However, in general, the 3D equivalent of scenes like that will often look lazier, more disconnected, or just simply not exist at all, because the process of making such scenes is much more complicated in a 3D environment than it is in a 2D one where it simply involves adding in just a few more sprites and addresses for them on a sheet already filled with them for that one character.