I will admit that I have some nostalgic love for a few of those games, and they're partially responsible for my love of awful movies. Mad Dog McRee was horrifically cheesy, but it was one of the earliest "light gun" games we had, meaning success wasn't just dependent on a button press, but aiming, too. Sewer Shark was pretty hysterical, and though I don't remember much about it Dracula Unleashed had its moments too. And there's the infamous Night Trap, the game whose violence and sexual content were vastly overestimated by many members of the American government at the time (first and foremost, Joe Lieberman).
These games tend to be funny in a "so bad it's good" way. But really, if something awesome is gonna occur in a cutscene, I'd much much rather just watch it happen.
I do think there are right ways to do the QTE kinds of finishers and moves, though. God Hand's were a lot of fun because failure didn't automatically mean death, and often your participation mean extra damage and speeding up Gene's moves to a ridiculous level. (What really helped in God Hand was a very stark delineation between QTEs and cutscenes; not once did the two of them mix together.) And Ninja Gaiden II, while not having QTEs per se, did make some pretty damned elaborate and gory dismemberment by pressing Y near a dying or downed enemy; not only were they quick and snappy, but they would change how you would have to look out for enemies, as often the ones you maim with will pounce on you and do some heavy damage with a suicide attack. And then there's Dead Space, which keeps any and all "escape grab" commands to one button, or the early Resident Evils, where mashing on all the buttons would do just as well to get out of a zombie's clutches.
I've calmed down a lot on the point of QTEs, but there really are better ways to perform certain commands in games. And thankfully, it seems like MoF has eschewed at least most of the combat-involved QTEs.