Gotcha.
One of the things most important to me is a sense of compressing and expanding. Like you spring before you jump, you gather your steps before a big spin, you lunge to the side and then catch yourself, but these are all movements that are not beat-aligned. They give life to the motions, pep to your step. So that's why the turn-based feeling is putting me off, interpolated or no.
Most good action games give you proper control over timing. Are you going to do the quick attack or the slow attack? Are you going to waltz in or run in? Circle strafe or dodge roll? When everything takes the same amount of time, a lot of the rhythm is lost ironically.
I don't entirely agree that they aren't beat aligned, they're done either in preparation for or in response to something you're going to do on the beat.
Personally I don't find most games to have good rhythm for their moves. Theres way too much commitment in a move since the animation has to initiate at the point you press(or release) the button and theres a lack of animation cancelling for the time when your character is preparing the move.
But theres a reason why I'm calling this prototyping