I got diamond in starcraft 2 basically by roach rushing 99% of the time. For anyone unaware roach rushing was a quick 3-4 minute rush where you did very simple micro to get 7 mid tier units around the 330-4 minute mark. Easy, simple and I won countless games just by being faster then whoever I was playing against. If I went against someone playing protoss it was almost a guaranteed win because of how slow they were.
This seems more like an issue with SC2 though. I never played it because the campaign made me vomit and that was it, but it's still popular online so i just assumed that part at least was good (guess i was wrong).
In either case, there's no question that speed makes a difference in those kind of games, and in a sense that's expected. They are
real time games. The action is just as important as the strategy. Remove the action part, and you might as well make a turn based strategy game.
RTS are action games, and speed matters in action games. My argument is more that speed still doesn't preclude there being steategy or tactics, or the necessity to learn all the meta. Even in your example, you still needed to know about this specific tactic (roach rushing). If it was so successful that no counter was possible, that seems like a fault on the part of the devs. The fact still remains you had to employ a tactic to win, you didn't just brainlessly mash buttons around, which is how a lot of casuals think online game works.
The last RTS game i played online was WC3 and in that game there was a shit ton of stuff i had to learn. What tactics to use and what counter there was for each and so forth. From a casual perspective, it's a fairly complicated game to learn. And then of course there's the APM stuff, the micro, the multi-tasking which is all part of it as well. Even in the single player that stuff matters. There's some missions in TFT that has the normies screech too lol:
https://www.reddit.com/r/Warcraft3R...campaign_sentinels_ep_5_balancing_the_scales/