I'll take anything as long as the game does not pause the action during an attack animation and prompt me every. single. time. I hit something.
So you are in the camp that wants less precision and control, and does not want the ability to choose what you react to and when, and if you use your particular abilities or not, etc.,
Videos have shown, very definitively, that your average player spends more time thinking about and planning their turn, or deciding what to do, than they will ever lose on a prompted decision point, by a very wide margin, however, if you don't want those prompts, that's okay.
Asking that they buff things up in other ways to accommodate for an absent control system that strips the player of their ability to be precise and make their own choices about when and when not to use their abilities, however, is not in any way an acceptable option, under any circumstance.
The option, as others here have suggested, for a full normal 5e implementation, and a complete reaction/decision point system that does what it's supposed to... and then there to be options you can choose, between a full 'ask at every decision point', down to 'never pause my game at all' and however many grades in between they feel is appropriate, is the best solution, since it gives everyone what they want.
If you want a game that removes the hassle of making those decisions yourself and will handle them for you in its best guess at what's best, to make your play experience as uninterrupted as possible, that's cool, and I absolutely support you having that option, but it MUST be an
option only.
Here's the thing:
They need some kind of hybrid system for reactions where they are automated where that makes sense, still offer a prompt where it's absolutely necessary, and some reactions are changed into Bonus Actions or Free Actions where that makes sense.
Give me one single, solitary example where you can turn a reaction spell or ability into a free on-your-turn action where it does not cripple the players ability to make that choice meaningfully for themselves, or cause them to waste resources on something they don't want to.
Give me one single, solitary example of a reaction or other decision point where it 'makes sense' to fully automate it to an 'always do it this way' system, without similarly crippling the player's agency in regard to that ability, or causing them to waste it on unintended or detrimental moments.
If you've got any, I'm willing to hear them - if any exist that are legitimately so, they'd be good candidates for text-to-video game QoL conversion.