Per the first sin, is there any alternative for computing the view matrix from a camera matrix in 3d graphics? This is a case where inversion "feels" appropriate to me.
In computer graphics, the situation is often different. Usually, you have small matrices (kxk for k=2,3,4); a huge number of vectors; and you want to apply your matrix to all of those vectors. Very often, these matrices have very well known forms and also known well behaved inverses. There isn't really a significant computational cost in computing the inverse (you'll very often write down its formula by hand), and conditioning is usually not an issue (consider a rotation matrix for example or undoing translations with homogeneous coordinates).
Since transformation matrices have simple structure, you can invert them much much faster.
Ex: inverse(R, u) is (R^T, -R^T * u)