I really don't understand the anti-turn-based thing at all.
They still rate turn-based strategy games highly (9.0 for Galactic Civilizations II, Dark Avatar and Civilization IV), so it's not as though turn-based is some kind of escaped leper. They've also have given the original OMGTEHHORRORTB Fallout 9.0 (although whether this is to add to the Bethesda hype I'm not sure).
Their sister magazines don't have a problem with them. I believe Final Fantasy is a turn-based "role-playing game" (I've never played them), and there's three in the top ten games on the 1UP website. It's not as though turn-based role-playing games are even impossible on a console; and having it turn-based means you can have several people playing at one PC/console at a time so friends can come over and play together and maybe think* "Gee, that's a good game. I should get it." Free advertising.
*I'm well aware that the majority do not think. However, there isn't a suitable synonym. Maybe "instinctively feel"?
I think I may have to stop reading the codex until the FO3 shitstorm blows over. But it looks like that's at least two years away (1.5 years until probable release, 0.5 years of bitching afterward guaranteed), so I'll try to contribute something constructive for now.
In broad strokes, there are two ways of controlling a little character in a video game;
Direct Control: I press a key and my little character moves in one of the cardinal directions or swings his sword. E.g. Oblivion, Gothic, RtCW, Lego Star Wars, Jade Empire, Blade of Darkness, Morrowind, Deus Ex.
Indirect Control: I input a type of movement or action and a target location / enemy and my little character carries it out completely, moving to a given location or attacking a foe. E.g. Silent Storm, Fallout, Arcanum, Jagged Alliance, Final Fantasy Tactics, Diabo, Dungeon Siege, NWN, NWN2, Divine Divinity.
It's impossible to make a visceral, blood-pounding, action game without direct control. Games that use it but dilute it with things like "to-hit" rolls are generally very, very dull. (Morrowind and Daggerfall)
It's impossible to create a tactics game without indirect control because it's the only way to have full control over multiple units.
But it's possible to create an indirect control game while only controlling one unit (Fallout, Diablo, Arcanum, Divine Divinity, NWN). The problem is that it doesn't really provide any gameplay. Deciding on what action to take with a single character is trivial, the difficultly can come from execution, plausibly, in a direct control game; but if there's any difficulty inputing your orders in an indirect control game, then it's just sad (Diablo).
So why make single unit, indirect control games? I don't know. As far as I'm concerned the gameplay of fallout/arcanum/NWN/Diablo is the equivalent of being in command of 1 soldier and periodically yelling a new order at him. This doesn't keep me from enjoying Fallout and Arcanum for the content, but I'd vastly prefer them with some gameplay attached.
I would prefer a new fallout with skirmish tactics as the basis for gameplay rather than action, but a lot of people seem to have a real "Vault Dweller is the LONE WAARRIORR!!!!11!1" fixation which seems to let that out. If I'm being asked to choose between a game with Fallout's engine and one with GTA:SA's engine, then of course I'd prefer the GTA:SA engine, Though Silent Storm's engine would be better, anything's better than no improvement.