I'm not advocating that, I am just comparing and contrasting two different systems. One gives the ability for expansions the other is tightly constraint. All I did was compare two combat systems, one that has grown and one that hasn't. The underlying issue is that RPG systems are usually archaic. I am not asking for anyone to include action based elements, all I am asking for is innovation in these systems. I mean what new thing could be added to the turn based system to improve it? For the most part it is usually just another variable like "shield damage 24%" which to me doesn't expand on the whole infrastructure of the system. No new paradigms are being created. It is bland.
I'm not even sure what turn based system you are talking about. Are you talking about the stale Pokemon, JRPG turn based system, where you choose Fight/Magic/Item? Then yes, that is hopelessly archaic.
But systems that allow movement in squares or hexes, such that you can have ranged weapons/abilities versus close combat ones, which have different armor properties (much more than Shield 24%, but ones that work based on armor that is resistant to piercing weapons, or vulnerable to bludgeoning ones), systems that require casting times that leave your magicnusers vulnerable (but allow them to unleash complete destruciton on your enemies in a way that is fitting for the magic being used, not for the "spam every 70 seconds" spells), where character speed allows for more Attacks, or more turns, or more movement? Where using the environment can mean gaining the upper hand by being at a higher elevation or be given cover if hiding behind rocks?
I'm curious what action combat has brought to the table besides "fighting more mobs at once" that was "innovative" back in 2007 with the first Assassin's Creed game. It may not be your cup of tea, but it sounds like you are playing boring games, not that turn-based RPGs are boring.