You do not need to use 3D for 3D viewing. Things like rotations, movements, or transforms can be pre-recorded or pre-recorded as animations or sequences of images and are easily integrated into a 2D game. The only thing that is impossible in 2D is to move freely around your “game space” (for example, walk or fly freely, turning freely, etc.).
The main problem, however, when choosing 2D or 3D is the gameplay. There are games that are absolutely necessary for 3D (shooting games, simulations), while others do perfectly (adventures, puzzles, ...). Thus, you do not need to decide, but choose the best form for your game idea.
Personally, I would avoid using 3D in your first game, if possible, to eliminate all the limitations and hassles that come with it.
When using 3D, you usually have to decide on a three-dimensional structure that will greatly affect the design of your software, the appearance of the game, and overall performance. Java3D, for example, introduces a complex class structure that you must adapt to. And a lot of effort goes into ensuring that this 3D material works in general. Simple things like spinning a square turn into matrix operations involving quaternions. Each effect must be performed in a complex three-dimensional world and in such a way that its 2D-projected appearance turns out to be what you intended it to be. Not to mention the fact that 3D applications often suffer from a very stereotypical look, which is very difficult to overcome.
In 2D, you literally avoid one dimension of complexity. You do everything as it should look, you can use standard graphics applications and open file formats to simplify the workflow between the developer and the developer. And a lot of pseudo-3D effects, such as parallax movement, depth of field and preliminary artwork, surprise the look in the 2D world.