Let me say at the outset that I have nothing against turn-based games; I thoroughly enjoy DOS and DOS 2, however, this is not what this post is about. POE was conceived and developed on the very basic concept of pause and play, which is, by its very nature, fundamentally different from turn-based. Look at duration; in turn-based, such as DOS 2, negative and positive effects are based on, logically, turns. It makes sense. In pause and play, duration is based on basic time units.
This is just to cite one example among many that would naturally lead to a clash of visions and more importantly, implementation. The prominent Affliction Bug, which remains to this day, as we wait on the patch to fix it, seems to be highly correlated with the emergence of turn-based mode.
Whatever ambitions Obsidian might have had, and one can well laud them for it, turn-based was an unnecessary diversion of resources that could have been funneled into the base game by improving pause and play game-play , stability and all other aspects of the core game.
To the best of my knowledge, very few people of the most devoted player-base actually cared excessively for turn-based in POE, which won us all over via pause and play, not turn-based. I sincerely hope in the future, IF there is a POE future that turn-based is avoided as an unnecessary distraction from the core game.