BioWare's design almost always includes set-pieces where you can't avoid a fight, can't scout beforehand, and require tactics that are specific to that fight. Even better if it begins with a cutscene that leaves your PC out in the open while shutting off the exits behind you.
I don't think highly-scripted combats that require specific tactics are bad design. I do think they are moments when the game abandons any pretense of being an RPG where the PC is supposed to be an individual with a limited amount of knowledge who can't come back from the dead.
I think a battle which practically requires a very rarely used and so far absolutely nonessential ability and does not warn the character ahead of time in a game which limits the number of in combat usable abilities per character to 8 is bad design. If they introduce such a battle, I can understand that people will complain.
Let's try a specific example: Weapon choices in ME3 are a bit like this limitation. Giving yourself "more options" in the weapons department effectively meant "less options in the power department".
They counted for one mission, rather than one battle, but they didn't count for the rest of the campaign. So, again, they are somewhere in between strategic and tactical.
One person complained that his usual Vanguard-Shotgun build together with companions who didn't have overload made Grissom Academy Insanity almost impossible. In such a case, the obvious answer is: You didn't prepare well enough for the mission, had a huge open gap in respect to shields and turrets, didn't balance your team to even out your weakness, despite being warned ahead of time that you are fighting Cerberos, a very tech based enemy, and chose a difficulty level called Insanity. Learn from your mistakes and restart the mission!
However, if you would introduce an end boss of a mission which pretty much requires a sniper rifle without serious warnings, and making it sooooo much harder without a sniper rifle, then I'd say: Bad design. Because for many classes, Sniper rifles are usually a bad choice.