Huh - you have a party in DD. In any case I don't see the correlation.
You do have a pawn in DD, but you don't take direct control of them. The entire game is played with control and from the perspective of one player.
Being an action game means that the combat is entirely driven by reflex and timing. Dragon Age combat, on the other hand, is all about managing a party and its tactics. In DA:O, you couldn't swing faster if you mashed the attack button. You couldn't be more likely to hit your enemy with an arrow if you aimed your how. You couldn't block an attack by raising your shield. All the likelihood of success or failure in completing individual actions was determined by your character's skill, not the player's.
If you introduce actions such as jumping, it involves giving an action to a character that could allow them to dodge an attack, or jump over an inbound obstacle, etc., that would be based either on the timing of when the player performed the action or when the companion AI was programmed to do so. If it is based on the player's timing, then it becomes an action-oriented game. If it is based on the character's stats/skills, then it would be more strategic.
You could devise a system where companion AI alters the success rate based on some stats, such as say Dexterity. But it is rather difficult to do. Hence, it was "so easy" for DD to implement said action elements, but DA games don't have them at all. Because they are fundamentally different games, even though they may look and feel similar.