Absolutely no idea. I'll ask Andy on Monday if it's something he wants to get into or not. I think it's not exaggeration to say we spent the first 9 months of this project just iterating the movement system, and we re-examined it every few months after that until we were happy with it. So there's a lot of design decision water under that particular bridge.
Please forward, while you are at it, that the people designing the UI for the movement is absolutely Brilliant. It was one of the the biggest worries for me as a lot of studios mess this up (im looking at you torment <.< ) as conveying info in such a relatively free-form and complex to boot manner (Torso Rotation and co) and it ended up Perfectly.
I have not yet played the game but watching the in-game footage everything i perfectly clear to me and it looks incredibly intuitive. So please, kudos to the designers on that front.