Same. I really like turn based for very tactical grid based games. But, usually those games don't have exploration. It's just combat and then cutscenes and then more combat.
For a cRPG like the Infinity Games, I much prefer RTwP as that blends way better with a living world that you explore and then when combat starts there is no transition to a grid or anything. Things just happen and you can pause to direct the actions of your party towards achieving victory.
RTwP actually is the best of both worlds because you can pause every time your character can act in a per character, per action basis. The real problem with that in the games that have used it is a lack of robust and customizable auto-pause features because then it becomes a little time consuming to manually decide each time.
But, I still hold that the concept is the best of both worlds because you can make it as real time or as turn based as you want/need and that slider is dynamic so you can slide it one way or the other at any time in a per character and per action basis. So, maybe your casters are handled turn based because you really want to be methodical about their spell usage and positioning, but you can let the barbarian just auto-attack after raging because that's the same thing he would have done anyways.
This is considerably superior and more time effective than having the barbarian take its turn, manually move him, manually attack each time.