Additionally, the Realms Of Arkania games had an "Auto resolve / let the Computer deal with t̶̶r̶̶a̶̶s̶̶h̶̶ ̶̶m̶̶o̶̶b̶̶s̶ Combat" button as far back as the 1990s... Every battle resolved in a mere seconds. Wave of the future dudes, 100% electronic.
RoA had real problems when it comes to 1 vs 1 melee fights: Parry, parry, parry, parry, parry, critical miss!
Maybe so, but that was true to the P&P source material I'm afraid (attack/parry values involved when resolving Combat) and thus is Pretty exlusive to RoA. :D Doesn't Change that from Star Trail onwards Players could decide whether a) the Computer should resolve a TB Combat in a couple seconds which triggered a seperate "quick battle" screen b) even customize this some (e.g. whether the computer should use spells/magic or save on the spell points for later use). Surprised that nobody had picked up from that, and given today's Levels AI, taking it a step further (say, telling the Computer what spells to prioritize, what weapons to use, what have you).
Basically: Your Party of six, Level 6, opens a door and faces a room of cellar rats. Will your stalward band choose to (F)ight or (L)et the computer do the trick?
As for the RtwP debate, I like RtwP when it works, personally. But if I would break it down to where it fails when it does is I'd describe it as follows. An inherently real-time Environment goes with an inherently more "natural" flow that you may face in an actual battle. As soon as too many mechanics are piled on top of each other that are anything but "natural" but rather heavy abstractions of how an actual battle may be resolved, there's plenty room for conflict. Bioware back then took their main Inspiration from RTS of the day, in itself comparably simple Affairs. According then staffers, Warcraft 2 was big time popular around the offices. They then simplified the AD&D 2nd Edition rules some further (which they also did some on NWN 3rd Edition). Tabletop rules and similar originate from tabletop war games, and those are the definition of abstract combat.