Time for more KH2FM dickriding by yours truly.
They get some flack, and honestly below critical mode they really are too powerful, but that's more of a balance issue than anything. In terms of the way they're actually designed, I'd say it's one of the few games to implement them in a way that I would say is (mostly) good.
The vast majority of the times they appear, they are optional. That's the most important thing. Even in a boss battle, there are plenty of times where a sequence tied to a QTE can be avoided and is not necessary to finish the battle. On top of that, it's more just a context sensitive command than anything.
Fighting dusks? You can press triangle to dodge in a half circle behind them. That's all it does, no extended sequence where I'm deprived of control, just a move specific to that enemy. Fighting snipers? You can press triangle after they shoot to teleport to the bullet and hit it back at them. Instead of having the game slow down to give you time, the shot just stops in mid air for a moment after the enemy fires. That's a small detail, but it's important that they did that because it gives the player time to react if they want to do the reaction command/RC without depriving them of control. There is a visual prompt, but outside of that the way you can interact with the game continues normally.You can just use reflect or a dodge roll if you don't want to do the RC. There are also more creative uses, where the, once again, optional RC will initiate a game that turns the normal deck of commands into a roulette wheel. No separate screen, no pop up menu, just a change to the existing menu for a couple of seconds. And on a boss you can even do the RC at specific times to replace your regular attack command with expendable uses of the bosses attack. People shit on them a lot, but they were really well integrated into the rest of the gameplay.