13 had a really good combat system and a much betters story. It was not a button masher.
And it's fine that you like the over the top action sequences but many if us really hate qte and Marvel esque action scenes. Literal style over substance, really shallow and played out at this point
It was a not a button masher because it practically played itself. It was a interesting battle system, but it was not deep nor engaging or creative in any way.
Shift your paradigm to the optimal one depending on the situation and just wait. Do I want physical damage, elemental damage, defense, enemy defbuff, party buff, or healing.
It automated and streamlined so much of the decision making that goes into a turn based RPG.
In 16, you can easily mash against fodder enemies, but you do the same in every FF game, and especially in 13 where you're literally healed at the end of every battle.
Set up a balanced paradigm set and you've basically solved 90% of all battles.
Atleast 16 allows you to use the fodder battles to get creative with your combos and practise dodging/parrying.
Bosses in FF16 are legitimately fun to fight. Where in FF13 boss battles are just something you want to end.
--
Having epic action sequences isn't a new concept to FF, every 3D era FF game has had them, and often they are the highlight of the game, sometimes in the form of CG cutscenes, and sometimes in the form of qte-like minigames. From the escape bike sequence in FF7 to spider, train and garden wars in FF8, to wedding crashing and every sin encounter in FFX.
FF has never been some sort of grounded RPG game. The games are heavily inspired by shonen anime. FF16 leans into it more, but it executes it perfectly.
If anything, it's a gigantic missed opportunity of FF13 you literally have summons that can transform into vehicles, and
yet you never actually get to ride them or do anything remotely interactive with them.
There's like 1 epic CG racing scene and that's it.