It's a good point. Having given this game more time since the update, I do now find myself being far more naturally adapting the amount of pressure I use on the R2 trigger and left analog stick on the PS5. There's not a huge amount of variation in speed, but enough to make it a mechanic that I actually like compared to the jog and sprint we had in the PES series. I'm no longer running the ball out of play nearly as much since spending more time with eFootball and the stupid collisions have gone down dramatically as I'm not just charging into players. In fairness if you were to charge into someone at full pace on a football pitch in real life, that would also look ridiculous too.The reason it will fail/has already failed is represented by a single moment in the 1 match I played. Chasing a loose ball near the touchline with Cavani, I pressed sprint, beat the AI player to the ball, but Cavani's inertia carried him and the ball out of play. To me, that was due to me bearing down on sprint within 3 yards of the touchline and is an intrinsic part of the game mechanics that it's up to me to learn and play with. To most others, it's broken.
Of course there are still instances of this clearly not working as intended . It gets awful in midfield with so many iceberg-like figures bouncing off each other. But as a core idea -- you can't sprint without consequences -- it's a good one and in keeping with the series' roots and traditions. Too bad she won't live.
I think they may have reduced the amount of contact you can make, maybe even putting up some sort of invisible barrier (as another poster mentioned earlier) to slow players down to prevent collisions as there are still times where I do run in a bit too fast. Or maybe I have just adapted my play to minimise these collisions and its nothing in the code that's changed.