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.
There isn't anything at all subjective about that sound conclusion because that is a very simple deductive argument combined with observation of the real world. The purpose of the D&D combat system was to provide a way to effectively simulate real world actions. That's why time passes simultaneously for both sides at the same time and same rate. That's why the players take their turns functionally at the same time the NPCs the DM is running are doing their actions during their turn. One minute of action is broken down into 10 six second initiative rounds so everyone on both sides eligible to do something on round one gets to act, then ditto for round two, then ditto for round three, etc. etc. etc. RTwP simulates real action in the real world because in real fights, in real combat, one side doesn't wait for the other side to finish the other side's turn before taking their own action. If one side is waiting to react to what the other side does that is not because of some artificial turn limitation. Just watch boxing or a fencing match some time. Both sides are acting and reacting simultaneously. RTwP can effectively simulate that AND provide a sense of urgency and immediacy. The next best thing is phased WeGo with reaction in which orders are not given in advance. That approach requires player action during the turn and permits the player to react during the turn to what the other side is doing. That also slows down the pace a tad, or a lot if a player takes their time deciding, by automatically pausing each initiative round so the player can decide to act or not. Both approaches can effectively simulate real world action, but RTwP also provides a greater sense of immediacy and urgency and tension and thus can achieve more emersion.