There are some popular AAA games that use similar keybinds, so I imagine there would be plenty of ROBLOX games that do as well.
Alt -> Sprint, P -> Magic Menu, I -> Inventory
Alt is on the left-hand side of the keyboard, similarly to sprint (in fact, I rebound it to shift since that’s more standard), while P is on the right-hand side of the keyboard. Currently I have inventory/magic menu bound to M4/M5 so they’re really easy to access, but before I would use I/P to open them. Frequently I would be sprinting away from an enemy that was about to kill me and open either of those menus to access a healing potion/spell.
Shift -> Sprint, M -> Expand Map
In Warframe, I’m always sprinting (nature of the game). Whenever I press M to enlarge the minimap, I’m probably already sprinting, so I’m pressing both Shift and a key on the other side of the keyboard.
Shift -> Sprint, I -> Inventory, K -> Skills
I’m also habitually glued to the sprint key in Borderlands. When I open the inventory/skills pane in the middle of combat, I might still be holding shift even if I’m standing still. I/K are on the other side of the keyboard from Shift.
It seems bad to approach features with "Let's test it out and hope it works" as opposed to addressing any known concerns we catch early on. Freecam especially, since it's a developer-only feature its use is nowhere as common as normal game keybinds, so the latter should take precedence. Why does freecam need to reserve such a prominent keybind instead of something like Ctrl+Shift+P (a notation UI hiding already follows)?