In JRPG ATB games (ie FF4 through 9, 11, 13, Chrono Trigger, etc) and CTB games (ie FF10, Trails series, Monochrome Mobius, Honkai Star Rail, etc), each character has a speed stat that determines how soon their next turn will arrive. This works naturally with higher speed characters getting turns more often than slower speed characters, and there are ways to manipulate speed even further during combat. Ie trying to super buff characters so they can get turns very often, or trying to debuff/slow enemies to minimize the number of turns that they get.

All of these guys have different speeds, some people act more or less often than others.
But it seems that WRPGs prefer an unnatural round based system where every character gets the same amount of turns just as often as everybody else. Sometimes you can perform more actions in a single turn than other characters, but once your turn ends you still have to wait just as long to act again as everyone else.

So many guys but everybody gets a turn just as often as each other.
For how "simulationist" and "realistic" WRPGs are often touted, which do they hang on to such an artificial speed system? Is it a hanger on from when WRPGs were based on tabletop D&D where the turns went around the table to every player?
