This comes across as an implication that the other games were doing it wrong. So much of game design is iterative it's hard to even name a game that 1:1 clones Zelda's lock on. What about it makes the idea something that was beyond intuition that it needs to be the golden example? Virtual On being the first major and popular game with such an implementation is noteworthy because of how much the mechanic accomplished and how it influences play. There's significantly less nuance to Zelda's implementation and it's far less mechanically robust for something that followed 3 years of iteration.
Really the only game I can think of from another franchise that mimicked zelda lock on is half-life on PS2, but that is only a horizontal lock and gives you options for vertical aiming to target weak points, giving it more depth than zelda lock on.