They still seem a lot closer to turn-based than RTwP in that the player's reflexes and the flow of time are not factors in combat success. But please tell me what is the point in having RTwP over turn-based?
Because as I said before, some games choose to not let long-winded combat situations be the target/purpose of the game?
Jagged Alliance 2 is arguably one of the games that did it the best with options for prone/crouch/cover and all the different kind of hit-chances depending on where you stand etc., but some of the battle rounds fighting against an encampment could last for half an hour or so for that reason alone:
http://www.youtube.com/watch?v=x7ktvwGeoaQ (just one of the first videos I could find, mute the guy)
In some turn-based games that are designed especially badly like some JRPGs these systems can also become a total clusterfuck of repetition and total wank, for instance I remember battle after battle in the likes of Septerra Core near the end going after the same scheme and just becoming pure grind.
Also what the fuck is this argument about "player reflexes", where does that come in when you can pause the entire game at any given point and issue your commands? This isn't exactly Quake III, Counter Strike or Tribes. It just saves players of having to issue every single basic attack/defend/movement command, especially in games featuring parties of 6-8+ characters and having to wait for enemy movement and animations etc. too and cuts to the important bits where you plan to flank/backstab or cast specific spells following your strategy.
Games that focus solely on that aspect are fine and as I said before I like to play the likes of Jagged Alliance, X-Com, even Fallout: Tactics, but I don't think giving a mainly story-focused game like Planescape that is more akin to several Adventure games than your typical RPG "turn based combat" would improve much about it, especially since it never even had the pretense of trying to do that well and if they spent a lot more time designing and creating combat systems and encounters for that part of the game it would take much of the focus away from the main points it was trying to achieve.
It's somewhere along the same choice developers stand before that lets them decide what kind of genre will allow them to implement their vision for a game the best way (and also more likely what will sell best) and some choose TB RPG, ARPG, Adventure or even Semi-RTS. Sanitarium could have likely also worked as an RPG where you get to fight pumpkin-patch monsters and reanimated corpses, but they decided to put the focus entirely on the storytelling. Diablo could've been a storyfag game, but they decided to put the focus on blowing monsters up by clicking on them a lot and then there was also that Warcraft Adventure thing...
http://www.youtube.com/watch?v=DdZUnQs3D5Y