Interesting. However, those superhuman abilities have a stat or card system behind them. Those stats and level up options determine the effectiveness behind every use. Wouldn't that give it the argument of being an rpg? Basically treading on the line of being an rpg vs being a poorly designed rpg.
Not defending it, just creating conversation btw.
Conversation is good.
Going back to NBA2K... you can "level up" your character's free throw ability. However, even with max points in the stat, the player can just plain suck at the free throw mechanic, despite the game making the mini game easier with these stat boosts, and miss every one. Similarly, a player can have an absolutely abysmal stat and, if they have good reflexes and can "beat" the free throw mini game, they can hit every free throw they take.
In Mass Effect, you can have a Shephard Soldier with fully maxed out sniper skills gains the ability to have the target move in slow motion and focus right on a target. Yet my expert sniper character can still suck at aiming and miss shot after shot after shot. Similarly, if my Adept Shephard never takes a single rank in Sniper rifles, I can pick one up and, by overcoming the "shakiness" of the aiming and by knowing that my shots will drift X amount of inches to the right or left outside of where the reticule is aimed, I can make a headshot that kills my enemy.
In Skyrim, I can have a character with 100 points in Sneak and in Bow try and sneak up to a character and shoot them, but miss due to me aiming the bow at the ground, which "reveals" myself from hiding. Similarly, I can stay 200 feet away with a character who has 10 points in Sneak and Bow, go into stealth mode, "aim" the bow in the sky to cover distance it wouldn't usually cover and adjust for exactly how "off" the reticule aim is, and make a Sneak Attack Bow shot that drops most characters. And, if it doesn't kill them, I remain in Sneak and, being so far away, remain unseen. Allowing my completely unstealthy non-archer to silently snipe any enemy to death from huge distances.
In Dragon Age: Inquisition, I can have a high-level rogue with high stats in Dexterity fail to dodge a dragon flying down that I see ten seconds in advance. I can also have a low-level rogue with low stats in Dexterity succeed in dodging any attack I can due to player reflex alone.
In Dragon Age 2, I can see a Rage Demon begin to materialize behind me and begin its "Assassination" attack animation, which can one-shot many characters. My heavy-armor-wearing, low Dex warrior I am directly controlling can see this and kite around the attack completely, even after the animation has begun, due to my player reflexes and knowledge of what that animation is. My light-armor-wearing, high added rogue whom I am not controlling will never dodge this attack and will take huge damage without my player-assisted reflexes.
In Dragon Age: Origins, a character with appropriate stats could equip any weapon or armor in the game and heir ability to hit their enemy was driven by their stats and their appropriate skills. If an enemy or character attack animation began, there was no way to "dodge" this outside of your player having very high Dex or appropriate skills (barring the Ogre's charge, something I would hold up as a gamey flaw in DA:O). The shuffling of characters in combat, often complained about, is due to character animations not BEGINNING until the attack roll and damage had already been done - the computer was merely showing the player the result of what had already been calculated due to your character's stats.
In Baldur's Gate 2, all hits, misses, damage, movement speed, and skill/spell efficacy made by the entire party were determined by character sheet stats in real time. If a player ran away from a pursuing enemy, they were likely to get hacked apart, making "kiting" nearly impossible.
In Fallout 2, all hits, misses, damage and movement speed made by their single controlled character are determined by character sheet stats. The game is turn based, where players can only move as fast as their character has Agility score to allow and then are vulnerable to enemy retaliation in their next turn.
In Ultima VI, all hits, misses, damage and movement speed made by their party characters are determined by character sheet stats. The game is turn based, where players can only attack and dodge as their character has Dexterity score to allow and then are vulnerable to enemy retaliation in their next turn.
The further down that list you go, the less player speed/skill is involved with taking direct actions and, instead, requires the player to play combat tactically, managing where they placed themselves and their party in combat and how they leveraged their resources. DA2 is iffy to me. Everything below that is character skill driven and varying levels of party control and is, in my mind, RPG combat. Everything else are action games with RPG elements, where the stats merely help the player overcome the action elements (but where the player's skill can cover almost any deficiency of the character's skills).