I was arguing with your premise, and using an immediately at hand counterexample to indicate why.
My
premise was that Daggerheart isn't really designed for heavily tactical combat.
Detailed, granular movement was expressly presented as
an example of a design element that (I feel) is
common in, and frequently is used to
support tactical combat design. I was not claiming it was an absolute indicator, so a single game doesn't really dismiss my example.
If you'd like to make the argument that
many games without granular movement are highly tactical, feel free to make it. That, at least, might take a bite out of my example, or lead to a discussion of what folks really feel amounts to "tactical focus", which might be interesting.
Meanwhile, I've already also quoted the game itself noting it as narrative-focused. If you want to argue that the writers of Daggerheart are lying, incompetent, or otherwise incorrect, and have instead created a highly tactically oriented game, make that argument.