I'm not sure that I agree this is a good enough reason to break the reaction rules in a fairly fundamental way.
Reactions were a big topic of discussion of how to do them.
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We are also looking into how we could give players even more control over when exactly this happens, but we don't really want to go into telling the player 'oh, just script your own visual language'. It's probably going to be overkill, so we're still figuring out that part.
Thanks for posting that. It does seem that there is still some uncertainly at Larian about implementing reactions, and that the rationale for automatic triggering is essentially about aesthetic quality.
When the combat is explicitely turn-based for the purpose of allowing players the best possible choices, it does seem strange to me to be arguing that an aesthetic "sense of action" is important enough to reduce those choices.
From a consistency point of view, this also seems to contrast with how they choose to do skill checks in dialogs ( which are essentially turn-based conversation ). There, when you might expect that a dialog option requiring a skill check might just flash up "passed" or "failed" and allow the conversation to flow, they explicitely give you an overlay window with a target number and D20 image you need to click.
Still, it's their game to make these choices, and they will have EA feedback soon enough.