Just be aware that this will more than double the amount of time that a combat takes. Every time you switch to another player, it takes more time, and by doing the above, you will invalidate some declarations when the first actions are resolved.
For me, it's one of the major progress done in recent editions, get rid of the extremely artificial "declaration + resolution" system, which honestly does not make the fiction more believable, because you are still slicing time in chunks of 6 seconds. So depending when the chunks pops in, you might have a better result (for example the fighter/goblin situation), but you might have a worse one, and in any case, I don't think that you will reduce the metagaming.
In general, the more technical your solution, the further you get from the fiction, and increasing the technical complexity by cutting it in two phases will only get you further from the fiction.
At the extreme end of the range, I have ran and played long campaigns of Amber Diceless RPG, where there are only 4 attributes, one being Warfare. Resolution is extremely simple, whoever has the highest warfare wins, you only have to describe (collectively) how. Fiction is absolutely at the center as only the DM knows the attributes and just checks whether the fiction and the description can inverse the warfare values if they are close. So Corwin will slaughter hundreds of Amber troops going up the Kolvir without breaking a sweat, but when duelling Eric, who is more or less his equal, Corwin using a fancy new little trick that he learned on an obscure shadow named earth gives him a short-lived victory until Eric goes fully defensive and Corwin has to flee because the guards are coming.
It's a lot of fun, almost totally fiction and description, but almost totally non-technical. But D&D is a fairly technical game, if you want more fiction, don't increase the technicality of the resolution.