Here's how I define a QTE:
A timed-period where you have to press a specified button. You receive an arbitrary consequence depending upon if you succeeded or not, usually it's failure/you die if you don't.
This differs from general gameplay, where you might have to press some button and you may get a comsequence. QTEs are less dyanamic than 'real' gameplay. As far as a QTE is concerned, you fail if you don't press that button at the time the developer intended (this idea is what makes Ryse so hilarious, by the way, games have gone so far down the shitter QTEs no longer even offer failure). It's totally different from building a sword fighting combat system which dynamically creates scenarios where you have to press buttons in certain ways to deal with certain then dynamically created situations.
The placement of a random-ass QTE in a long cutscene sequence is stupid.
The palcement of a QTE in a long cutscene sequence to try and make it interactive and more gamey? Also stupid.
The replacement of complex gameplay, like, say, swerving the car at the right time, or catching something mid-air, with a timed hard-coded pass or fail button prompt? Very, very stupid lazy design.
I'm not defending any of that shit.
But you could make a game where QTEs form a rhythm or a pattern, it needn't even be a static one. We can see this in Guitar Hero, or in something like Bit Trip Runner. I don't personally enjoy those games a lot, but plenty of people do.
You could make QTEs stimulating, by having them layer in a certain way, by utilizing repetition and expectation of the player, by making them become long complex strings that require practice and a little luck. There are lots of basic game theories that could be applied to QTEs to make them fun and engaging, instead of a token excuse to say, "I know you just watched a 90 minute cutscene, but really, this game has gameplay!!" Some QTEs could come about depending upon how long it took you to respond to the event, or QTEs that occur if you perform other timed-QTEs in a certain order - they don't necessarily have to be a total pass or fail event like most games treat them as. You could even have C&C with QTEs - if you complete a string of QTEs before another, something might happen differently ten minutes down the road!!
The point is, how you use QTEs is totally different from what a QTE is. How you use game mechanics is how you make a game. People who make good games know how to make them, it doesn't matter what they do. Maybe you don't like real time with pause, but that doesn't necessarily make that mechanic bad. It can be a bad mechanic if how you use it is 'wrong', but gonig real time with pause never ruined a game for everybody just on the virture of it being real time with pause. How you used it, or how you used it with other game mechanics, is what created the 'bad game', not the thing itself.
It's this idea that we should only use some game mechanics and not others, under this false pretense that mechanic X is more fun and popular, that will eventually lead to the homogenization of games as a whole. As it already is, developers are too afraid to provide an experience that isn't wholly some time-tested idiom. Reinforcing the inane idea that some game mechanics strictly "don't work" is what's brought us to 2013: I can't find a turn-based game that isn't Civilization coming from a big-name publisher. The dogma repeated by shallow twleve year olds down at gamespot is, and I qoute from people I've spoken to in the past, "Turn based games are boring." "Turn based games are old-hat." "Turn based games can't possibly be fun." It's one thing to not like a mechanic yourself, but it's absolutely shallow-minded to write something off entirely because you don't like it, or because someone hasn't yet released a game to do it right. There's a reason RPGs are a dying breed, it's the popular conception that they're 'for nerds' and they're 'boring'. How much chaos resulted when Shadowrun Returns annoucned it wouldn't have 'corpse loot'? As if a mechanic like that is required to make a good game or not. Whether Tides of Numenera uses Real Time with Pause or not isn't going to dictate exclusively whether it's a good game or not (granted, the concept is wholly personal, and personally, I think it would enjoy it more as anything but a turn-based game, but that's because I've preconceptions of how the game is going to play).
tl;dr? Stop being myopic overly-negative assholes