I don't see how an overstrained strike is somehow less realistic than jumping 7ft into the air to deliver a blow to the ground that hits multiple enemies and sends out a shockwave.
I meant not so much talents as combat as a whole. Here is what a regular sword strike looks like in DAO. It's even worse for the two-handed weapons. It's not "accurate and true to life", unless we're talking swordplay under water. I can see why they decided to pump it up for DA2.
But I agree that lack of inertia and weight is not a solution. The thing is, speed and weight aren't mutually exclusive (as DAO and DA2 would have you believe), DAI seems to have both and is better for it:

Okay, Origins may have suffered from overstrained animations but making weapons weightless didn't solve that problem, in fact it created a new one. I do think you've misunderstood my point on Origins though. When I referred to it, it was to point out that magical visuals didn't accompany most of the warrior attacks in Origins and that that's the aesthetic Inquisition should have went with whilst still using the same animations (which are achievable as DD showed). Adding an unneeded visual effect just makes it look too over-done.
I agree on all accounts except "unneeded", but I think we've reached a stalemate here. ))
Just to clarify, though: from what I've seen of Dark Souls (I haven't actually played it, so take it with a grain of salt) it's not so flashy overall. In DAI combat there's a lot of sparky things going on. )) Having your warrior glow while charging really helps to know at first glance if they're using specific talent or just engaging. Because there's many characters on screen at the same time and many things happening all at once—and all of it sparkles and glows and shines. Weapon trails, fireworks fireballs, dragon breath, ice and lightning and other spells, various combinations of different talents—you either go completely different way and remove all this stuff altogether or might as well make warriors glow, too. Just so you could see what they're doing in all that lightshow. ))
It's why developers add these obnoxious effects in the first place—to make things stand out. I mentioned earlier one of my favourite games, Severance. Note the flashy bits, if you will:
Are those effect really necessary? Each combo is really distinct and you can easily tell them apart by animation alone, without red and yellow glow. And yet. Our brains are just wired this way: it's why we use smilies and text colour and so on to emphasize the meaning of a message, to make sure that the other will notice.
It's not obligatory, of course, but it works and works well. Reason enough to make a game using this quirk of human nature. ))