The Witcher isn't party based. And the developers of the game never claimed the game was to be very tactical. The DA:I devs said nothing but.
When you are limited to 8 abilities, and none of them except Barrier is needed, its not on the players. It is on the system. Some players, like you, could chose to pretend they are being tactical and use every ability, of course. But it really isn't nessecary to win any fight in the game.
At least those eight slots do not need to include Passives, though I prefer more slots overall. And I try to use tactical gameplay instead of relying on exploits and button spamming like some others. And party or not, the need of Pause is rather crucial for me; even the basic Tactics system is generally quite capable of handling the party.
As for claims, right from the Official Site:
Witchers’ mutations endow them with incredible speed, reflexes and strength and enhance their senses, allowing them to see more, hear more, perceive more… With these augmented senses, Geralt can track a wyvern on the dark of night, follow the scent of weeks-old perfume and parry crossbow bolts whistling towards his back. Witcher’s Signs, another set of skills in Geralt’s repertoire, are powerful combat spells that take various forms, from protective barriers, through torrents of flame, to magic snares and more. Lastly there is Geralt’s wolf medallion, the symbol of his witcher school. This pendant hums to alert him of nearby magic and monsters -- invaluable help to a monster hunter. Most of these skills can be developed for additional effects and increased potency, making Geralt an even more fearsome fighter.
Now I do not fault them, as the World's Best Hamburger usually is not, and as I generally look into a game before purchase, I avoided the no Pause issues, but sales hype is extant.
If one does not vary their approach, it is on the Player.