In 2D, I think more options around head movement would be good - the user should be able to choose how rigid the camera is. The more rigid, the easier it is to use the mouse to click controls during turbulence. The less rigid, the more you can ‘feel’ the turbulence with visual cues.
In VR, a different approach is needed where the camera movement is less impacted by sudden aircraft acceleration from gusts. A2A Simulations attempted to solve this in their Comanche by moving the aircraft cockpit 3D model around the camera. It works pretty well and really helps in VR.
I hope VR camera improvements come to MSFS2024, because heavy turbulence can really make VR uncomfortable with the camera fairly rigidly locked to the aircraft. I feel like my head is clamped in a vice, attached to the airframe.
It’s right that the VR camera shouldn’t be moved by the turbulence, but the aircraft should move with the camera lagging behind with slower acceleration.
Here is an old post that was dedicated to the issue: