How many permutations are you going to go through to get something close to a TT experience? The problem with trying to get close to that is that we can't really get there, in a CRPG. Where a GM can say "this happens, what do you do", and the player can then respond from whatever list of things they have on their character sheet that they can do. Trying to replicate this in game would amount to spending x amount of time either before each combat, or at the start of each round, going through that list, for each party member. It's also more likely to be per round than per combat, because as characters are removed from combat, the situations will change. What if a Concentration check fails in the middle of the fight? What if the biggest threat is removed? There are a myriad of possible scenarios that can occur that would change what a character may choose as their reaction.
If the solution is going to be a prompt for every possible reaction, every single time, combat is going to become a nightmarish mishmash of confirmations, more akin to QTEs than actual turn-based combat. Considering that the game isn't based on QTEs, that's counter to what we should be looking for. Going through the whole list of possible reactions at the start of each turn will also lengthen combat, which can already be "slow". What we have isn't ideal, but it's vastly superior to QTE based combat that a steady stream of confirmations could be for reactions. Constantly having to push Yes or No is no different from mashing X. I can play Tomb Raider, or AC 3 if I'm looking for something like that.