Notice how the lock-on puts priority on enemies you are currently attacking.
Even after knocking the enemy far away, Dante doesn't shoot the enemy nearest to him but the one he just launched into the air.
Yeah, I noticed that too...
He kept shooting that enemy, even with another one closer to him. Not bad at all...
That already happens in the current demo. The game will typically prioritize your last melee target when you pull out your guns or your whip without other directional input though even that'll drop the ball sometimes. Less common than Dante stingering off into nothing amid a group of valid targets, but still.
Speaking of, there's a few instances in the first video where the lock-on could or could not be rearing its ugly head: namely 1:14 with the Angel Pull, 1:19 (Though the player does tend to cover both his sides often, so that could be deliberate) and 1:37 where the player knocks an enemy away, then starts shooting at his previous target while moving towards the chainsaw-waving goon behind him all looks like business as usual.
/wait, is this a testament to how bad the lock-on is when people who have been supporting the game and its new lock-on are impressed that Dante isn't changing targets randomly using his guns?