RTwP can be good for systems where you don't have much direct control on the characters and to create chaotic situations. These two characteristics are probably reason why most of you don't like RTwP, but I have two specific examples that make me think it can work.
The first is Kenshi, where for the most part you just move your characters and tell them who to attack, but they will also move on their own and engage combat if an enemy threatens them. The combat can become really chaotic when a lot of people are involved, some get crippled and keep on fighting, others fall and start bleeding to death. It would not be the same in TB.
The other example is FTL. I know, not an RPG, but a damn good game. Similarly to Kenshi, you just give basics orders to your crew, tell them in which room of the spaceship to go, you allocate power to the subsystems and that's about it. But the fun part is when the combat becomes really chaotic in the mid- to late-game. You thought your ship was prepared for the upcoming challenge and suddenly you realize things are going really bad, the hull is pierced, oxygen is getting low, some critical subsystems are damaged, etc. Given how good the gameplay is in FTL, I really don't think it would work as well in TB. Sometimes it can get frustrating that you have to spam the pause key to try to manage everything, but it is actually what is intended. You are the captain of the ship and suddenly you are in a dire situation where everything goes to shit on your vessel, you feel that you are loosing control of the situation.
In both games, big parts of combat are the preparation before it and whether you feel like fighting or fleeing. Once combat is engaged, you still have some control, but it is mostly about preparation and how well you assessed the risk. Another important aspect of both games is the damage accumulated over multiple combats.
But I share the sentiment that most RTwP games would be better in TB. Icewind Dale has been cited already, and I wish it was TB.