I'm not either honestly. My favorite games are third person action titles. But they were all developed by veteran AAA devs with large teams and budgets. For me it's just a matter of feasibility. Notably, no project on this site has ever pulled off third person action combat imo, and some of them had years and hundreds of thousands of dollars to try. If you're committed to it, that's fine, but everything in game dev is a trade-off so going with action combat means much less time to develop everything else, assuming you do actually want to the push the combat to a level beyond slightly tweaked prefab (a lot of 3d projects seem to simply stop here).Not a huge fan of turn based combat. The reason being, there are far too many turn based games where you encounter a big boss, but he one shots you, so you then have to spend the next hour grinding the same 3 mid-level mobs repeatedly until you have enough XP to level up and run the fight again. It all feels very artificial and restrictive. I much prefer live combat systems. Games which put a little more emphasis on positioning and make it possible to cheese God with a stick and win so long as you never get hit. Feels more immersive.
I don’t think complexity always = fun nor is it as simple as “turn based combat is easier to make fun and totally amazing than 3D”. Both have their strengths, weaknesses, and audience. You can have games with pretty in depth turn based combat, stats and party mechanics, and that can be fun, but you can also get straightforward 3D combat systems like Skyrims or barebones systems like Minecrafts which people can still find fun in.
I imagine making a really good turn based system players would want to engage with also takes time.
In the case of my game stats will play a role in combat. I’m working towards implementing that side of things sooner rather than later. My desire with combat at this stage is to make the system less clunky, more fluid and responsive. It doesn’t have to be amazing right away. I’d rather it first be okay and we can go from there.
Not saying you are guilty of this, but I find that premade combat systems can be somewhat of a dev trap. Can fall into thinking "oh I've basically already got the foundation working, I just have to tweak and flesh it out," not realizing that 99% of the work still remains to be done. I'm sure you're aware of this, just want to stress not to underestimate it.
When I talk about complexity, what I mean is simply giving the player enough options that encounters aren't just a stat check and you can challenge the player in ways other than making them grind, make them actually prepare and use their head. Grind never has to factor into it. Or alternatively you could make it literally just a stat check, as in combat is instant or something like Loop Hero's idle combat and the outcome is determined by player build, equipment, and inventory, where player macro decisions matter but actual combat plays itself out quickly. That has the advantage of requiring the least dev time and could effectively serve as a placeholder while you get other things up and running.
Anyway, whatever you go with, best of luck.