I don't think RtwP is inherently less tactical than turn-based mode. Nor do I agree that when you pause a lot it essentially becomes turn-based. Both statement just seem wrong to me. The main and critical difference is this: in RtwP people act at the same time. This has two effects, one is clearly an advantage in video games, the others can be discussed:
1) with decent graphics in RtwP combat is simply more cinematic - even if you pause you could store a video of your game, cut out the combats and have a video of fluid combat. That's a positive thing, even if you personally don't need it. It also yields itself more natural to showing in-game cutscenes of combat that look and feel like the actual combat in the game. For me, this helps with immersion - with BG3 you can always tell if it is in 'cutscene mode' or in 'gameplay mode'.
2) people acting at the same time has obvious tactical implications. It is perfectly possible in RtwP for two mages to fireball each other and both die. In turn-based one of them wins initiative and just kills the other one. Turn-based combat without a game master usually ends up in one of two directions: it becomes a long, drawn-out thing (consider table-top strategy) or it becomes all about striking first (XCOM). It's either one or the other: slow attrition or first strike. That's not always an issue - I like XCOM. But in an RPG I don't think either of the two extremes are good.