I often like QTE but know there are legitimate gripes with QTE and some games completely miss the mark. I liked the Order, but it did have some of the worst QTE ever.
QTE work best when they are intuitive, yet challenging. Where failure feels like your fault (not due to ridiculous time limits or prompts that ask you to do things controllers often misinterpret, like precise diagnonals)
-but most importantly, and this is pretty key...they should be bringing interactivity to something which would otherwise be passive. We see this at the end of boss battles where the boss would normally go out on a cinematic...but instead, you participate in this cinematic moment.
You could argue great game design would be interactive enough without them, but to me that a bit of a reduction. If they elevate beyond our current limits, without making us lazy, that's ideal.
Then there are games that capitalize on something else entirely. The tension of never knowing what will be needed next. Heavy Rain nails this. You get more excited because the controls are always different and the pressure rises, instead of being replaced by the comfort of muscle memory. That's a whole other genre altogether, but suffice it to say, to me, it's the highest artform of the QTE. Until Dawn nails it.