In traditional RPGs yes, but not necessarily in shooters.
Computers are can be super smart or super quick. Doing both simultaneously isn't an easy task especially when they have to think for ~10 enemies while rendering fancy physics and pretty graphics.
Because of turns and power cooldowns CRPGs can be handled like an exact science by calculating potential damage outputs and min/maxing stats. All the computer has to deal with is a moderately more complex chess board.
That's how I like it. Given the option, I would use something like VATS or pause-to-aim with every shot, which is effectively what I did in ME2.
As it turns out, dealing with a fully mobile and highly active player is a much more difficult problem. Line of sight can change any millisecond, where you aim matters, and the player's reaction time is incredibly significant. Computers just aren't good enough yet to control worthy shooting adversaries. There's a reason bots in multiplayer games are so stupid.
I recall that Quake 3 addressed this problem by letting the bots see through walls.
It also doesn't help that shooters have a different feedback loop than RPGs. Generally, if you're not killing something every 30-40 seconds per engagement, then it doesn't feel very rewarding (that's a super rough estimate, but I think you get my point).
Personally, I find that fairly monotonous, but then, I don't really like shooters (and don't play ME like one).
The only pure shooter with gameplay I genuinely enjoyed was the original Delta Force, where I could be a sniper, spend most of my time sneaking around looking for sight lines, and often going minutes between firing shots.
This was also how I played ME1. I spent a lot of time sniping at Geth on those uncharted worlds.