This way, when the player stops and looks around in different directions, the sprites remain mostly stationary, rather than spinning around crazily. So I added a new CVAR in GZ3Doom, "gl_billboard_faces_camera", to provide an option for this mode of sprite orientation.
And gzdoom could have the same option too, if you choose to acquire this pull request:
https://github.com/coelckers/gzdoom/pull/50
Sprites oriented toward camera, with gl_billboard_faces_camera = true:
Spoiler:Traditional mode with sprites oriented perpendicular to view direction:
Spoiler: