I like them! But they do not work in all games. I say this from experience. I've actually been programming in Action Commands into a game I've been making. And, I don't think I'm going to keep them, because they don't fit the direction the game is heading.
I think that it's important, in game design, to have a clear focus on what you want your game to be. The Mario RPGs have simple, quick combat that plays almost like a series of mini games. Action Commands make perfect sense there. Likewise, Undertale and Deltarune have variations of action commands, more so focusing on dodging than anything else. And when you look at the other mechanics, they are fairly simple, as to not overwhelm the player and shift focus away from the action.
There's a story I think back to every now and then about a developer of a stealth-based videogame. I wish I could remember what the game was, but I can't! Argh!
Anyway, the story goes, when developing the stealth game, the game had a combat system. It was very fun combat too! However, the existence of the elaborate combat system made people want to use it. I mean, why else have a combat system in a game?
So, you had what was meant to be a sneaky, stealthy game that had tons of combos, weapon choices, damage types, and whatnot. All great elements... for an action game. Terrible for a stealth game. Like half of all gameplay was based on combat, which the game wanted you to avoid! Talk about mixed messages!
The developers ended up removing most of the combat system, and replaced it with a simple sword swipe and that was it. This made players focus on the core gameplay system: Stealth. All that combat didn't fit with the core of the game.
Taking this back to Action Commands, this is why I think I'm not gonna use them in my game. I have a tactical, strategy heavy game based around status effects and team synergy. Then... you also have to press 'Z' at the right time to do extra damage? It doesn't matter if pressing 'Z' to a rhythm is fun or not, it doesn't really fit, and it distracts the player from the actual core gameplay: Strategy and team building.
Long story short, if you're using Action Commands, you have to build the entire game around them. But, really, this is true for any major gameplay mechanic.