I just find it a crime to have cutscenes at all. The magic of video Games is to make the player feel like stuff happens to you. The player projects himself into a world and learns it's rules, so every moment of gameplay, the player should be able to act on these rules. This goes for quicktime events, too.
Don't simply take away control of the player without reason, let the player keep control, and create ingame reasons. If you don't want the player to move, don't make controller input ineffective, but show the character's attempt at following the input and let the player understand why, in the game world, this movement is currently restricted. Show the character struggle to jump, struggle to move. When your character is tied up and you press "punch", don't do a "I can't do that right now", show him pulling the chains!
The connection between your hands and the Character must always be there!
A great example is part of the ending "cutscene" of Shadow of the Colossus. You keep control of your character, the attack button is still the attack button, and you move and turn to fight. And at the end, you, the player, are struggling, not some character in a cutscene. You use the same controls you've used the entire game, trying to win a struggle you can't win. It happens to you.