There's simply no game where QTE enhances the experience guys. No game at all. It's just there to make the player don't think that they're just watching a movie.
I'm sorry, but that simply isn't true. There are a few games out there that handle them exceedingly well -- but we've been so boggled down by poorly-designed mainstream titles that we've forgotten what they can be used for.
Quick-time events, when used correctly, are actually supposed to give you a sense of
choice and
urgency; poorly-implemented QTE's only give you the illusion of it. Games that require you to
think about what you're doing, where mashing a QTE may not always be best option; games where a QTE doesn't come alone, where you're given several options, and where you're forced to make a true decision; games where there is no "right" or "wrong" choice; games, even, where a single QTE can affect the entire course of a narrative. That's when they work best; and that's when they enhance gameplay more than any other gimmick out there.
But too often we've seen just what you've described: QTE's designed to fool the player into thinking he's "playing" a cutscene; QTE's where you pertinently know that missing a cue will invariably hurt your character; QTE's implemented as filler, from lack of any better ideas. We see these far too often. QTE's are supposed to be thought-provoking; and yet most of what we've seen today do the exact opposite.
Here's the way I see it: instead of being used as last-ditch cutscene "enhancers", QTE's should always be integrated into a game's core mechanic. Yet another reason why they have no place in most combat-oriented games.