I'm afraid I don't agree with those who tend to think turn based combat is dull, if you've ever played a tabletop rpg with real humans, then you can see how much fun turn based combat is .
What is dull imho, as I said, are combats where you as a player don't need to really interact with what the enemy is doing. I don't even mean major boss transformation or slay the spire style changes in effects, I just mean things like Kerkerkruip's system where enemies would concentrate for a turn before attacking, or games like smugglers battle effects where both you and your opponent could be prevented from doing something and would need to find alternative strategies.
i also agree completely with Dardar that thus far, the acctive time battles we've seen have tended to just revolve around attacking as soon as your attacks are full, other than in Breed memorial, however, this isn't necessarily the only way active time battles can work at all.
for example, imagine a really simple system where your character has three options, windup, attack, and block.
Hitting windup for a second and then attacking does additional damage, whilst hitting windup and then blocking parry's an opponent's swing and stuns them temporarily. Hitting attack just attacks the opponent, whilst hitting block enters a blocking stance for half a secod.
So, if your fighting a barbarian with a dirty great axe who swings powerfully but not too often, your best off taking the time to wind up, parry the axe, and then wind up again while your opponent is stunned and attack.
if your fighting a swift assassin with a dagger who attacks more often, your best using basic blocking stance, and then attacking when you can, since windup is just going to get you stabbed.
this is the sort of thing I mean, situations where you need to actually assess what you are fighting and adapt your strategy to that threat, rather than just hitting attack constantly and relying upon your preconfigured setup of gear to just carry the day for you.
It is true that since the majority of accessible rpgs have been turn based, the majority of uninteresting instances of combat we've seen have been turn based, but I don't personally see that as an inherent lack in the system, so much as just the slightly skewed availability of what is around so far.
This isn't to say I'd be against a real time combat scenario either, although the problem there would be to give enough complexity to qualify as an rpg, spells, abilities, lots of ground to explore, character levelling and so on, rather than just an intensive action game, although I admit that games like Swamp do rather blur the lines here a little.
With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)