I rechecked the behaviour of DelayReaction in combat: I'd highly recommend to disable it in the relevant reactions (it's always used OnMovementFailed in several reactions of combat scripts). It always delays the reaction for the whole turn (at least), regardless of the entered seconds. But 3 'seconds' or 200 'seconds' seems to make a difference, though I don't know what or when the engine counts here (during WAITING?). It doesn't count turns instead of seconds, that's for sure.
For my scripts to work properly, the reactions of combat scripts must not be delayed for the whole turn but stay active. There's no fallback then, but my script contains a rule for ending the turn when failed movement interrupted those reactions (--> four attempts to find a solution).