I don't want "rtwp makes trash quicker" be overrated or compromises made around the matter. And especially i don't want to compromise on making encounter better or worse, or harder or easier, by a miraculous switch of a button. That should not be an argument for one system over another or for its inclusion or not.
Yeah RTWP allows for some immersive fast trash fights ala whirlwinding through horde of weak ass enemies or tunnel of slaves in Throne of Bhaal, but it is a minute surface level advantage which can be compared to awesome button, and you should't use it all the time - I'd rate it about as high as an extra neat graphical effect. If we look at encounter design of places which players consider good, like say Firkraag dungeon, you will not actually see that many repetition in its monstruary at all. There might be a random orc crowd created due to how IE spawns scaled enemies, and there are multiple optional quest Efreeti, but general tempo does not, in fact, differs from what we would consider a good encounter design in any other RPG: some kobolds and hobgoblins in entrance, some hobs and clerics, a draining mist to the left, kamikaze kobolds around magic immune rakshasa (an encounter which potentially looks much better designed to me for RTWP by the way, because it is easier to explode all them with whole party, in TB you might have been exploded because one kobold won initiative), orc ambush with locked doors, golems, troll cook with some hobs, vampires, some slime, a whole adventuring party ambush potentially, some undead, efreeti, fire elemental, werewolves, air elemental, ambush by werewolves with dialogue, secret stash with very high level golems, golems with ogrynes, another big party with characters from old game, high level wizard, dragon, or both. Funny enough none of that even had any particular hp bloat or "glances" to slow down it ala poe or some real time games.
If you feel that one systems merit is basically based around reducing suffering for encounters which are not fun in the system which you subscribed to by default, just argue for that system you really like, ie: add hex grid already, proper cover systems, elevation and maneuvre, and turn game into real tactical game instead, done.