I think the idea behind the whole spam-attack thing is: if your battle system is tedious and uninteresting, maybe you have no real interest in developing one. And if this is the cas, why have it in your game? It's a game, it should be fun. If something (here: a battle system) impairs the fun, maybe change it or discard it. I understand the need to have "fights" for plot purpose, but maybe you could come up with some other kind of gimmick if you are not feeling particularly inspired by traditional battle systems. I don't really have any suggestions as to what that could be, I'll admit this is an idea I am personally wrestling with for my current project. Battles are also often a way to (artificially?) make your game longer without having to produce more content. But is a game being longer a good thing if said additional length is detrimental to its potential for enjoyment? I'll let you decide.
Although this whole argument is based on the idea that such a battle system is not fun. But maybe it is to you and you are thinking about making a free game as a hobby, in which case you could decide to discard others' opinions on that matter.
If I may get a bit deeper in analysis, RPG games are usually weird beasts that are really three games in one (or rely on three axes):
1) The more obvious one, they're a storytelling experience. A sort of (more or less) interactive novel or something.
2) They're also a puzzle game. A lot of the puzzles are mazes (the dungeons), but some games are more intense in that department (Lufia 2, for instance)
3) They're a tactical game. That's usually the battle system. Sometimes they can be more of an action game instead (ARPG such as Diablo).
Now, games are often better or centered around one or two of these axes. Which is fine. The question is, what do you want to do? And why carry around a part of the game you aren't really interested in developping if it is detrimental to your game? Who said you had to have a battle system?
As an added bonus, I'll add my personal opinion on this: I (usually) vastly prefer the storytelling (first) and puzzle (second) part of RPG games. I usually go levelling my characters with passive boosts in mind and spamming attack as a core strategy because I think there often are far too many battles in games which slows the action and I generally don't care for them. I just want them to be over as quickly as possible. In the most offending cases, I outright flee battles systematically because they bore me. I also more often than not play on "casual" difficulty levels because I don't care about that part of the game, I want to hear the story, see the art and solve the puzzles. Among the rare battle systems I liked are the older Tales titles because they are more action-oriented, ARPGs such as Secret of Mana and Chrono Trigger because there were not too many battles and the art made it actually fun. I can't say there's a single Final Fantasy game where I really enjoyed the battle system (note I haven't played a title after FFX though), only some that were more bearable. Dragon Warrior games are even worst, hated their battle system. Of course, I'm not counting TRPGs such as FFT, they're a different beast entirely. But that's just me. Maybe you love those. Who knows, right?