Turn based for RPGs is only for casuals and autists. It is about pseudo-tactics. It is pure marketing. You see, they believe they can fool people by doing turn based into thinking they are playing a Chess-like tactical game. I mean, after all, Chess is turn based, right? But it is wrong, turn based these days is only a valid approach for 4X games, and even 4X games don't really need it as Stellaris proves.
You see, you only need turn based if you need to be making hardcore deep decisions and real time is too short for that. In a game like Sid Meyer's Civilization VI there is a huge list of things to decide about between the turns, from workers to pops to techs to diplomacy to fighting etc etc. You can't have it in real time unless you do it like Paradox, with a lot of "days" (essentially small turns), proceeding at various speeds and pausable at any time.
For CRPGs, what are those "deep decisions"? All you are doing is picking targets and perhaps using skills/spells/items. Every character can do one action (in some a few more) and perhaps change his positioning per turn. That's about it. These things don't need deep thought, they could be done in pausable real time. You could even use scripting for some things to make real time even easier. These things, including scripting, were in the original BG, so it is not some kind of revelation, it is a decades long industry standard. But i suppose people who can't program AI because they suck at being software engineers, prefer turn based to mask their inferiority....
Turn based in CRPGs was a decline thing that was made mandatory by low hardware capabilities in 80s and early 90s. You see having multiple sprites on the screen, all doing complex attacks of a large variety at the same time, having decent animations, was something that wasn't really feasible on the hardware of the day due to lack of processing power and RAM. Even 2D animation was fucking costly, and that was without considering the extra stress of having to process the AI or pathfinding of so many actors in real time, alongside the animations of their attacks. Once video hardware acceleration with decent amounts of dedicated VRAM became a thing, and we reached the Pentium era, real time was made feasible, thus developers began designing real time games, because it was the incline thing to do, and we had the hardware to do it.
Games like POEII Deadfire proved that turn based is decline. They added a turn based mode yet no one uses it because it sucks and is very time consuming. Suddenly most spergs realized that all it does is prolong the fights, without really adding any strategy into it. Games that are purely turn based have to resort into imbalancing their games so as to make turn based worthwhile. You see, if you actually take your turns to think in games like DOS2, the game would be a cakewalk, so they decided to make it constantly unfair to the player to compensate. OOOOOOHHHHHH THE CHALLEEEEENGEEEEEEEE. Just throw your hours on this Earth in the trashbin by doing RPG fights that should have lasted 30 seconds into 10-30 minute deals..... Pure decline.