It was clearly made with both controller and mouse in mind as input methods.
Sometimes they made trade offs because it kept the experience more consistent when swapping between the inputs. The most notable is the inventory being a single slot system instead of inventory tetris.
A lot of players say ‘made for consoles’ but the reality is more ‘made to support controller as a close equal to the mouse’.
The reality is the UI is far faster to navigate via mouse/keyboard. The layout of things like the skill tree requiring the controller to emulate a pointer show that they actually designed that around the feature regardless of input and then worked on adding the input after the feature worked how they wanted.
The zoom level is pretty much the same as D3 but it dynamically updates based on a lot of small factors - They tweak the zoom to match an intended experience such as the feeling of vastness outside or the feeling of claustrophobia inside. The feeling of getting good value out of the mtx in town.
WASD isn’t supported, they assumed that the PC players would be happy with the traditional mouse and keyboard setup that has been a staple of every official PC Diablo release up until Immortal which was designed for phones and retrofitted back to PC.
I find a lot of the criticism of the main UI really weird, like they clearly took the D3 UI and then brought the health and resource globe as close together as possible so that you can see it during combat easier by removing bits that were not needed. Really straight forward and logical change.
I honestly don’t know what people actually want from the UI, the only thing I really want changed that was clearly a controller compromise was merging the “stats and materials” buttons into one instead of having them separate like in D3.