As I wrote, that can be fun, but it's not moment-to-moment fun or satisfaction. The same applies to most of the games I've worked on. You can coordinate your characters well, but a lot of the time is spent watching what they're doing instead of giving input on what they are doing -- or the results of the input are synchronized in such a way that you don't typically feel the impact of them. De-synched, generic hit reactions that have to handle combat between dozens of enemy and weapon types, actions that take place after monumental pauses where the characters need to queue up in the game's constructed combat round, etc.
I know a lot of people enjoyed the combat in the Infinity Engine games and NWN games, but did it ever put you at the edge of your seat? Did it ever make you jump up or reflexively shift your body during gameplay? That wasn't my experience. Cerebral vs. visceral satisfaction aren't in opposition to each other, and neither is inherently more virtuous than the other, but I think it's important for us as developers to think hard about what sort of experience we want the player to have given a variety of expectations.