Because the pipelines lacked fast, dedicated linear algebra engines, you saw a lot of clever hacks to get around having to do full linear algebra as well.
The original Marathon allowed you to look up and down, but it wasn't actually tilting the camera frame; it was applying a distortion on the field of view and then basically vertical scrolling the render target. Essentially, you can think of it like you were playing the game in vertical phone mode all the time but you were looking at the middle third of that possible output domain, and looking up and down pretty much just scrolled what you were looking at and applied a trapezoid transform.
This is why you couldn't look straight up or straight down, the trapezoid transform would become painfully obvious quickly and the actual algorithm did not really tilt your field of view.
But it was good enough that they could slap it on the box as a novel feature for Wolfenstein style first person shooters.