Attack, Magic, Summon, Defend, Item, Switch party member, etc
Stuff that requires actually thinking, specially if there is a proper class system (like FF9).
Unlike boring button mashing with blinding light effects and combo counting pop ups, like the game is afraid the player attention span is so short that if there aren't strong flashing light effects and pop ups every 2 seconds on the screen the player might quit the game and go play something else.
Both arguments are equally stupid and only represent the extreme cases.
One says that there were never any tactical challenging fights, which is untrue since some boss fights and super boss fights require a lot of thinking and using all of your party and their abilities (unless you use cheese strats), the other one implies that an action combat system has absolutely no strategy or tactics involved, which is also false. For Example FF7R gives you the exact same tools as the OG turn based game does up unto mid game and you can use them in the same way ( yes that includes attack, magic, defend, summons and item usage on top of time based skills like counters and parries, positioning and stances).
The truth is that in the turn based games you are mostly pressing the attack button to preserve your resources for boss fights. Also most FF games are easy enough to just survive with this strategy, at least until late game, when even normal fights become significant resource drains.
Those normal "mob" fights are much more engaging with an action combat system, since positioning and timing are very dynamic dimensions that are completely missing in turn based games (other than changing your row once in a fight). However, imho the boss fights and super boss fights in action based game rely more on pattern recognition and muscle memory, while the tactical aspect is more relegated to your initial setup.
So both systems have clear strengths and there are ways to cover up the weakness of each system with good game design.
So instead of making stupid and more importantly false assumptions about any given combat system, it would be more helpful to complain about certain CONCRETE aspects and give examples were one systems false flat while the other excels.