Construct remains primarily a 2D engine. Unsurprisingly when we added some extra 3D features there was a lot of excitement, but also a lot of further requests for things like animated 3D models, 3D lighting and shadows, 3D physics, 3D collisions, 3D features in the editor, etc. etc. If we did all of that, not only would it take years, but we'd essentially be building a full 3D engine. While that might be cool, it would probably amount to building a whole new product. It's important to have focus, and our goal is still to focus on building a 2D product, but with some fun extra 3D additions - for example an otherwise 2D platformer but with a few elements of 3D added in, along the lines of the 3D platforms example.
Not asking for anything complex like 3D lighting, physics, collisions, etc. Just simple (and it is simple) object rotation. I'd be remiss if I didn't point out people have already figuring out how to deal with 3D physics and collisions so it is somewhat eyebrow-raising to read the standard response when it comes to any feature requests that would make life better for every user, regardless of whether or not their game project features 2D or 3D gameplay.
As for animated 3D models, that appears to be handled quite well by the 3rd-party addon created by Mikal... which really should be an included feature, but that's a conversation for another time and leads down a rabbit hole of discussion around why C3 is doing so much on the CPU when webGL/GPU has support for handling for more on the GPU out of the box. But, again, another time.
Another extremely basic feature would be 3-axis distance, which we can do fairly easily manually, but given the addition of 3D positional sound, it seems like it would tie into the functionality that's already been created for that, as you're already checking 3-axis distance AND direction.