If it's still 2e there is just no reason to make you plan a whole turn for the non-spellcasters every time. 90% of the time you want them to keep attacking the guy you told them to attack last turn. Carefully selecting your auto-pause options should give you full control almost every time that you need to actually make a decision.
If they're reimagining the whole game with the modern rules, then obviously having units take one turn at a time makes more sense, because otherwise it's not clear what you'd do with things like bonus actions.


I think this video is missing the point of what it means for a game to be hard. Like, yeah, it's easy to win a round if you just play against someone who is worse than you. But some games require skills that are harder to learn, or require higher levels of those skills before you can engage with all of the game's complexity, so if your goal is not "beat this specific player" but is instead "master the game systems so that you can interact meaningfully with all of the game's depth" then obviously some games really are harder. Tic-tac-toe and Othello are both strategy games about placing pieces to control space on a grid, but you can learn to play tic-tac-toe optimally in less than five minutes, and even the best human players don't play Othello perfectly. It is not just about types of skills (although I would say that a game that requires you to practice more skills at once is harder), it's about how far ahead you need to plan, the number of possible decisions, etc.