The problem isn't even necessarily that they're trying to create a cinematic experience, but that they're approaching that idea from the direction of movies, rather than videogames. Cinematic videogames have a proud and awesome history - Another World/Out of This World being the best example that springs to mind. It manages to tell a unique and memorable story without ever using dialogue, and never leaving you in the passive role of the voyeur for more than a few seconds at a time. Compare that to games nowadays with frequent cutscenes over ten minutes in length.
And you don't need cinematic experience to be the aim of the game to utilise those techniques; plenty of regular games from a bunch of genres achieved the same thing. Escaping Zebes after killing Mother Brain before the complex blew up and killed you... cinematic. Jumping across giant cogs in Die by the Sword was cinematic. Even an Orb run on Dungeon Crawl: Stone Soup can be cinematic with a bit of luck from the enemy spawns.
The key aspect of all these cool moments is the tension, the fear that you could fail. The danger is what made it thrilling. What kind of danger is there in watching cutscene after cutscene? With the exception of QTEs, which are lazy and shit, there's no chance to fail. The only danger you'll find is the danger of realising you've wasted your money on a shit movie wannabe that pads out its running time with simplistic gameplay that even a child could complete.
Ironically, I'm struggling to think of good RPG examples of cinematic gameplay as opposed to cutscenes. I suppose as a genre it's the most vulnerable to the influence of movies. Plus RPGs generally seem to abhor consequential succeed/fail dynamics - the last games I remember routinely feeling real fear at the prospect of loss were probably things like Wizardry, trying to make it back to town with only a couple of characters left alive. Etrian Odyssey and other games have an echo of this in that you can lose progress if you die before saving, but things like 'Warp straight to town' items or 'Save anywhere' design make it rather toothless. Ironman modes can bring the fear back, and are still found in a handful of games being made today, but games are rarely sufficiently balanced for it.
If you've read all that and you still don't know what I'm talking about when I say cinematic gameplay, then take your favourite squad-based RPG - Jagged Alliance 2, UFO Defense/X-Piratez/X-Files, Battle Brothers, Silent Storm, whatever, and play it on a single save file, only saving when you turn it off for the day. I practically guarantee you that by the time your run ends, you'll have the urge to share something about your campaign, whether it's your lucky escapes, your undeserved deaths, your glorious victory or your ignoble defeat.