On the side of neutral, the "QTE's" or rather "Timed hits" in combat from a design point of view isn't really a good or bad thing. Other games have used them to good effect (e.g. any Mario RPG), and they've been a thing since at least the 90's so it isn't exactly a new concept either. So as far as including them in the game, it's not as big a deal as some folks are making it out to be. I understand if it ain't your cup of tea, but it's not fundamentally wrong.
I'd say the issue is more accuracy of implementation, as well as the current speed some of the moves come out at.
Firstly the accuracy of both the detection on input and the actual effect feels a little off. Sometimes it feels as though the timing was right, but whether the game registered it in time is in question when it pulls up a Late or Good just shy of what was expected.
Other times it feels as if the Perfect that comes up is somehow less effective than the Late input. Whether that is due to damage variation or not, it isn't something that should happen as the system needs to make it worthwhile to get the Perfect hit otherwise there's little point in aiming for it.
With regards to speed; some of the attacks come out at a rate of fire that makes it difficult to get right, with the only way to learn being to use the move over and over, when there are marginally less effective but easier to perform options. Thus the moves guilty of it get neglected and thus never practiced. After all, why would someone use Flower storm when Life Drain just works better most of the time?
Anyhow, tl;dr, Game mechanic ain't good or bad on it's own, just needs finetuning to make it worthwhile.