Originally Posted by Maximuuus
RtWP looks obvious as soon as you read the rules and try to understand what feelings D&D try to convey through it's rules.

If it looks obvious to you, that's fine. But that is a completely subjective opinion.

Originally Posted by Maximuuus
I read everywhere that GMs always adapt the rules, hear everywhere something like : "an ennemy is running to you : what are you doing?", "He try to hit your head : what are you doing ?"
,... things that gives the feeling of chaos and reality during battles.

Yes, and they handle each player one at a time with such questions, not at the same time like it was an auction or a session at the NY Stock Exchange.

Originally Posted by Maximuuus
Can we conclude saying that the rules can be modified by players also to look a little bit more "real time" ? What are 6 "seconds" if it's not about (real) time ?

The six second interval is not really important. A DM may give a player a short period of time to respond to this or that, but turns are generally not timed at all. The six seconds is more a barometer to get an idea of how much a person might be able to do in a given turn (e.g how far one might be able to run). Sometimes a turn consists of nothing more than one swing of a weapon, which would take on second to do. But so what?

Originally Posted by Maximuuus
it looks obvious to me that RTWP suits the philosophy and the feeling D&D players are supposed to experience

Okay. It doesn't look that way at all to me.