Yes, I know there is a gasp here and there, like Age of Empires IV or the recent re-release of Command & Conquer games, but it's such a minor genre today. Years ago, it was thriving, with major hits like Starcraft, Age of Empires 1/2, Age of Mythology, Warcraft 2/3, Total Annihilation/Supreme Commander, 2160 games, Cossacks, Spellforce, Stronghold, Command & Conquer, Red Alert, Dawn of War, and many others.
There is a theory that MOBAs/DOTAs killed it, after the Warcraft 3 mod took off, targeting the same crowd, but I dunno if I buy that as the full explanation.
What I think happened was the genre never understood its true appeal and went into the wrong direction. Companies seemed to think that RTS games are primarily e-sports competitions (Starcraft, Warcraft, AoE), but this is exactly where RTSs were most vulnerable to DOTAs. First, DOTAs start with the action immediately, whereas RTS require some build up time, which becomes boring after n games. And in general, DOTAs capture the competitive aspects better, imo. Plus, with e-sports, there is only so much room for games, once you have your leader, say Starcraft, everyone competing is playing that, not much need for new games.
Another false path that RTSs went down was the story driven campaigns (whether in Starcraft, Company of Heroes, Warcraft, etc). If somebody really wants a narrative driven game, they will probably prefer an RPG anyway.
Where the real squandered potential of RTS games was, was the stuff in games like Stronghold or Dwarf Fotress, where you had complex supply chains, structures that interacted with each other and weren't just one-offs, and settlements/economies with a lot of deep, interesting aspects. No other genre can offer this, and I think in general people do love playing with little units, and building stuff, and defending it, so if RTS games could develop this side of the genre, there is no reason they couldn't have a great Renaissance.