I can think of one reason why PoE was more of a mess: Josh Sawyer's custom system, as compared to the time-tested system of D&D, namely the overuse of AoE spells and abilities. He seemed to realize it himself and "nerfed" them. He added a new concenfric circle that wouldn't affect friendlies.
This turn from FOF to FO was documented on this site as each new patch would remove one or two
It has to do with battlefield organization: uses of AoE attacks, spells or whatever happen as the consequence of organizing a battle field.
Enemies must be herded then the use of an AoE effect becomes topical.
In RTwP, this is achieved by manoeuvering.
In UgoIgo, usually, this is achieved by relying on effects like formation, commandment radius and stuff that forces units to be packed.
But computer vid products usually do not include anything related to this as it makes AI programming harder. Quite often, enemies pack because there are AoE spells to be used.
In PoE, as it was shifted toward UgoIgo, FOF became troublesome, it did not belong.
Originally, adding resistance to a party member was part of the strategy, a hero would aggregate enemy units and targeted by a spell. But it demanded manoeuvering, that is organizing the space so that the spell could be used properly.
As it moved toward UgoIgo, all this became irrelevant.
Computer UgoIgo players are mostly reactive: they are faced with a situation and expect that a solution is provided to them. Hence their emphasis on reflexes, supposedly, for them, RTwP is all about reaction and then demands reflexes.
RTwP though is about proaction, players must bring on the battlefield the conditions to take advantage of a unit capability etc
After watching players play Rimworld, which is a gear based game, it is also not so much about special abilities.
Players show the same lacks when it comes to organize a battlefield. They have a reactive mindset and expect spamming pause to compensate, to allow them to react.