It's only a excuse to make the game more coreographed/cinematographic. Games were supposed to punish gamers for being lazy, not help them with the "win button" to escape.
And that's not a bad thing as long as there's a happy medium, and actually, above all, games are supposed to be fun.
Nobody wants to play a game where you can get out of every bad situation, but like I said, Lords was punishing enough without the hard to dodge grapple moves dealing even more damage. I died in 4-5 hits anyways.
"Press X to avoid boulder"
"Press X to win match"
"Hit the buzzer, win a cookie!"
I don't like that general direction that games are taking.
Despite what some on this board may think, I actually, agree. When a QTE has taken over what could be done by a basic game function, there's a problem. A big problem.
But when a context-sensitive QTE comes up in what would have otherwise been a static experience, I think it's fairly reasonable to put it in there, and gets you in the feel of the mood of the scene.
For example, when the warg busts out of the wall and pins me to the ground, instead of just sitting there and watching Gabriel push it off, mashing a button gets me involved in the fight by paralleling the struggling the character is doing mid game.