The exclusion of ear-to-ear radio style chatter is odd.
The proximity system is, different.
If players' voices were subdued according to distance and are a part of the game's positional surround audio, that would be neat and immersive.
First person shooters have gone
1. No major communication, to
2. Text chat, then suddenly to
3. Everyone having a voice and taking up space "on the air waves" aka sending more noise straight to your head/ear
There have been in-betweeny combinations of the above. I'm not aware of any current in-game chat concepts that take further steps in inserting the player as an entity in the game world, particularly by voice.
Imagine you're camping beyond some corner. You have opposing players approaching your corner, casually chatting. Luckily for you, you can easily sense their approach because you can hear/track their voices coming around since the game processes their chat as in-game positional audio objects. Close people can speak softly, far people can shout like idiots.
Not saying The CondumUnit went this far. Just, imagine that.