The perspective of the character alone probably isn't at fault - most games that do a bird's eye view camera, like the 2D Zeldas, actually make their camera position from an angle, and make their sprites in a similar fashion, to the point they had to purposely model everything slanted at an angle to reproduce the effect in A Link Between Worlds.
The problem here looks to me like there's no consistent perspective -most games usually make new sprites for facing sideways and away from the camera. Here we end up looking at her from the "front" no matter what direction she's going, and the rotation of the sprite to make her change directions more fluidly only makes it look weirder, since swiveling around some invisible point isn't how we expect things to move. On top of that, the walls in the world use the same tiles no matter direction they're facing to create a direct bird's eye view focused in the center, but this makes us expect the girl to be seen directly from the top instead of at an angle since she's in the center of the screen, so we've got at least two conflicting perspectives going on here.