To be honest, I disagree with most of your premeses.
Most status effects in RPGs either give the player no real way to "play through" them (either cure it or take negative effects, like Poison and Paralysis), or leave it literally up to chance (the normal "Confused" status effect usually has a character
randomly attacking friend or foe and the player has no way to control it). For this reason, I don't think of the interface screw taking control away from the player, but rather
giving them control over how well their party handles the negative effects. It's almost like a minigame in Mario Party - winning minigames isn't the main point (collecting stars around the board is), but your skill at these random little activities gives you control over how many coins you earn each turn, and people like that.
Now, with an interface screw, in a normal RPG battle system, there's no reason to do it. All you're doing is forcing the player to sit there and force their way past an obstacle you've put in their way, and no matter how quickly or effectively they do it, it has no effect on the game. But when the battle is literally happening around you as you try to navigate your way around it, all of a sudden that obstacle becomes a challenge with a clear goal (solve this "riddle" to find the skill or item you need as quickly as possible), and tends to be a recipe for fun when it's done well. It feels rewarding to use your skill to gain an advantage in a battle.
In addition, the "randomization" doesn't need to be as extreme as you're envisioning. In the case of Confusion, scrambling the letters
entirely would be too much, and I probably wasn't clear enough when I mentioned the idea. Maybe swap two letters in each word or replace all the vowels, so "Fireball" becomes "Birefall" or "F-r-b-ll" and let it retain either its normal placement or its normal icon. Just enough so that most players will need to pause (and perhaps laugh), but hopefully not enough to make anyone rage when it happens occasionally.
Anyhow, I feel like this tangent on Game Mechanics might be starting to take away focus from your very cool ATB idea, so while I invite you to reply to me once more, I'm not going to defend the idea any further. I'll just leave it here and if you ever change your mind, it's here for you.

And if you don't, that's perfectly fine; hey, it's your system.
But I was really pleased that you seem keen on looking at ways to really play with the temporal/timing elements in an ATB, which is what make the system a winner, so I feel like bringing up these ideas in the first place, whether or not you agree with specific ones, was productive. And I
LOVE your idea for a reversed controls option that could be added into a specific scenario or status effect, for all the reasons you said.