Regarding the camera, I just love how even in pre-made cutscenes that don't adjust themselves to the height of my PC I sometimes see the inside of Cassandra's training dummy, or a random passer-by rather than my conversation partner. So emotionally engaging... 
As for the combat, I don't think Dark Souls' style would work for a party based rpg, that's either a solo or co-op game. Companion AI would have to be way advanced not to get in the way. Maybe something more like Dragon's Dogma would work, that was at least an entertaining style that required giving some thought to your button mashing, or you'd get mashed instead. At least until you overlevelled outrageously... and than there was still the new level of hell that was the post-game... ahh, good times.
You're probably right. Like I said, I haven't actually played Dark Souls so I'm not in a position to judge.
Inquisition's combat system could have worked. This is all that BioWare had to do:
1. Use the DA2 combat system as a base (it employed good AI, comprehensive tactical options, and it gave you precise control over your party members).
2. Get rid of DA2's over-the-top animations; slow the combat down a bit and give it more of Origins' weight and believability.
3. Get rid of DA2's magically materializing waves of enemies.
4. Reintroduce the tactical camera from Origins.
5. Sure, give players the option to hold down the right trigger to attack, if they'd rather play on normal difficulty and let the AI control their team-mates. But don't get rid of autoattack. Maker give me strength! When BioWare does things like that it leads me to the unhappy conclusion that they're completely out of touch with what their core fans want.
In other words, create a combat system that incorporates the best elements of Origins' and DA2's systems. Would that really have been so difficult?
No, it wouldn't. BioWare made it difficult for themselves by trying to simplify everything to appeal to casual gamers.
The result is a combat system that makes would-be tactical gamers throw their hands in the air and say, "Bugger it! We'll play this your way."
*Throws playbook and common sense out of the nearest window. Picks up/plugs in controller.*
"LEEEEEEEEEEROY, JENKINS!" lol.
P.S. I should add that non-regenerating health was also a bad idea, because, not only does it add to the tedium of an already tedious game by forcing you to fast-travel back to camp, but it makes you feel like a failure after every battle, no matter how well you did (unless you come away completely unscathed, which is rare).
In DA2, if I won a battle with only Hawke left standing on twenty percent of health, I felt like William Wallace, because a win is a win is a win ... and now all of my characters are up and kicking again. In your face, Qunari tyrants!
In DA:I, if I clear out of group of Templars with only my Inquisitor left alive, and zero potions remaining, I feel like a loser who should have done better.
Non-regenerating health could have been good if combat had been more tactical. But, in Inquisition, you often feel as though there's not very much you can do to prevent your party from getting themselves hurt, so the system is unrewarding. When your party members swig several of your potions, you often feel cheated by the poor AI instead of feeling like you could have fought better.
P.P.S. Erm ... have I mentioned lately that I love virtually everything about KOTOR, Jade Empire, ME 1 and 2, and DA: Origins? Just thought I'd remind y'all because I'm starting to sound a lot like a hater.
Also ... thank you Internet, for providing a place that an English person can say "y'all" without sounding ridiculous. lol