Yes, that’s always been my problem with PbtA and somehow really annoyed me about Masks particularly. Such systems kind of assume that the fun in combat comes from being allowed to do whatever you like (distract the boss, help an ally, use magic creatively etc.) and the narrative freedom will make up for the lack of functional tactical options, when I think they hit entirely different satisfaction centres and so the fights feel sort of empty.As someone who made one (Swords under the Sun) and is playing/running Grimwild right now: I think they inherently suck.
D&D benefits a lot from having a separate combat minigame, because combat is fun. Brewing encounters is fun. Bashing together enemy statblocks is fun. Figuring out a strong build is fun. Using that build is fun. Excising combat by making it indistinguishable from non-combat leaves a gaping hole in the game that can't be filled within the bounds of adventuresque fantasy.
I'm bashing together a tactical combat subsystem for our Grimwild organized play right now to plug this gap and I legitimately want to cry, the system is so hostile to it, the asymmetry and lack of any sort of difficulty modifiers is kicking my ass.