I like parrying in RPGs. Forcing item use is stupid, since the item use is inevitable. It adds a layer of skill to combat, making it something other than menu with cursor. Paper Mario: The Thousand Year Door and Clair Obscur: Expedition 33 are phenomenal examples. I do not like it in real-time games, unless it's a core mechanic. The point is it should be a core mechanic, and not something thrown in because other games are doing it.
In my two examples, parrying is no different from blocking/dodging. The difference is simply tighter timing with a higher risk. This is fine, since this is the only thing that's going on. If it's real time, however, I now have this list of things to worry about--enemy positions, my own position, my health, the surrounding environment, being literally pelted with attacks. It's fine in real life, but with a controller? Hell no.
Expedition 33 is great because it's dead simple--a set of dodges and blocks, with a limited move set which just uses face buttons and the triggers, in contrast to Final Fantasy's dozens and dozens of spells. The simpler a game is, the better. See Celeste. It has move, jump, climb, dash. VVVVVV is even simpler--move and flip. Tetris is move and rotate. Paper Mario is just timing with button prompts. Undertale is just a standard RPG, but you move a soul to collect friendliness pellets. Even Horizon is relatively straightforward, with basic movement, aiming, shooting, and a variety of weapons which utilise these mechanics in different ways.
Occam's razor.