I think 'uncanny valley' as a potential problem is overstated.
I very much agree that as a potential problem it is overstated; photorealism should not be avoided because of it.
To me it's much more of a perceptual tool.
The intuition of the uncanny can be a valuable tool in realising a certain lacking in the chain of simulations.
I know from experience that a lot of people that have never heard of the theory, still experience it -- that's something's off, but they cannot describe what it is. I'm sure you've heard the statement people have made when comparing UE3 to CE2 or other more realism-oriented tech, that UE3 game always have somewhat of a "studio" look to them -- as if it were filmed inside a studio. What is it, exactly, that gives it this feel? They can't tell.
The LA noire example is great, but apart from the facial animation tech, which I agree is fantastic, their greatest achievement was in getting the lighting and skin looking natural. Imagine if they used early 2000's phong lighting on the faces (say the 'corpsy' Doom3 look), now that would be uncanny!