y issue with TB is that it's exactly that - "about interpretation of the situation, not what's literally going on on the screen". This is great for tabletop games where there is no animated screen. However, computer games today have the power and technology to present things on the screen as they happen and the need for turn-based abstraction is no longer present.
I think that the problem here is that some players do prefer the abstraction, they prefer to use their imagination instead of seeing the same non abstract thing over and over.
For example, a game that is in real time, 1st person game. You see things close and personal, action is real time. It reaches a point where every chair looks exactly the same, with the same hole in it, with the same color, etc. So we see the world doesn't have much diversity. Most objects are the same, if we're luck there might be 2 to 5 different models of doors, plates, chairs, computers, etc.
While in a turn-based, isometric game for example, we know that what we see is abstract, it usually uses descriptive text to tell us that this chair, while similar to all other chairs on the screen, actually has a hole, while another chair that on screen looks the same doesn't have one.
The same with combat, if we have a real time game, all the animations are the same, all actions are displayed the same, and it's always the same. And since it's not abstract anymore, it gets old fast. Oh look my guy just dodged exactly the same way it always does, it pulled the trigger holding his pistol the same old way, injected this stimpak exactly the same way and in the same spot on his arm as usual.
Even real time games have to have some abstraction so it doesn't feel as repetitive and same-y.
Well, there is also one other point, nothing prevents people from making a turn-based RPG with animations for dodge, parry, hit, miss, etc. It would probably even look better, since it's a turn based, so the animations have time to fully play before the character is already being hit/missed again. For example, I remember that NWN reached a point where the character could have so many attacks that it would only show animations for a few, the rest would just not play and the damage would just be dealt to the enemy if it hit. And it would be the same for the character being hit, dodging or parrying. It looked dumb to be honest.