I know I reference it a lot, but I really like what Dark Souls did with basic attacks.
Rather than having dozens of weapons that all had the same attack but incrementally higher stats, Dark Souls has only a few weapons but each one has it's own attack animations - A primary attack swing and a secondary attack swing to be precise. And the difference in these attacks determines what kind of weapon is best for your build as well as which weapons might be better for the area you are in.
A weapon like a Halberd may have a sweeping horizontal slice and a straight thrust. The sweep would be excellent in open areas and for hitting multiple enemies clustering in front of you, but would be terrible in narrow dungeon corridors since it would bounce uselessly off the wall. The thrust attack would be excellent in tight spaces where it has good range and can't miss but poor in open spaces where enemies can easily dodge it. This would overall make the Halberd a balanced weapon in a way that reflects player knowledge and skill.
At least in VX Ace, the basic "Attack" is a skill that can be modified. Equipping a "Long Sword" could change the basic attack to have "Slashing" element, making the "Attack" command a no-cost "skill" that is effective against enemies weak to "Slashing" but ineffective against enemies resistant to it. Equipping a "Mace" could change the basic attack to "Blunt" element, a "Rapier" could change to "Pierce" element, etc. You can even add a secondary "Attack 2" command based on the equipped weapon. This lets all weapons of the same type have the same basic attack, but individual weapons of that class can have different secondary attacks to make them truly distinct instead of just being stat-sticks.
This is similar to Persona 4 which has "Physical" as an element so that even basic attacks can trigger enemy weaknesses and knock them down, or can be affected by things resisting, nullifying, or even absorbing physical damage to punish the player for just mashing "Attack".
Personally, I have seen games that are bad enough you can just spam "Attack" to get through most fights and they do suck. But I also dislike games that remove the basic attack altogether instead of trying to incorporate it better. It makes no sense to me when my character has a weapon but cannot just swing the weapon without using some fancy skill and for no cost. And if there is a no-cost skill, then why not just leave the "Attack" command for when I run out of MP so I don't have to navigate through the "Skills" menu for it. And in games where skills in general cost nothing I just feel like otherwise cool skills lose a lot of impact. "Holy Indignant Heavenly God Wrath" could be a powerful move, but part of the mystique is making the absolute coolest attacks limited and being able to spam it every single turn or every single fight just makes it a hell of a lot less special.