There is only one excuse as far as I am concerned, which is hidden loading screens. And even then, just make it unskippable until the loading is done. Also, pausing is a must.
Perhaps just as importantly, the industry needs to decide on a standard for these functions. They all need to work the same and use the same buttons as much as possible. If I need to pause a cutscene to go take care of my baby I need to know that pressing start will pause and not skip a cutscene.
I like the idea someone in here purposed of fully controllable cutscenes, including rewinding and fastforwarding, but since we don't use prerendered cutscenes anymore that is actually a really, really difficult problem to solve. It could be done, but it would not be easy. I bet there will eventually be standardized tools to do this, but first the tech needs to stabalize and that probably wont happen for years. I think there are three good stop gap solutions, depending on the game.
First, every game should allow you to rewatch any cutcene you have already seen. Second, if this is viable in your game, record the in engine scene and then seamlessly integrate it into your game. This one does not work with many games these days because they take into account your characters current state (weapons, costume) when running the scene. Third, key point the cutscene.
For anyone who does not know, how modern cutscenes tend to work is that every actor (objects and such in the cutscene) has a starting position and then they are moved and manipulated in sequence using a sort of script full of instructions. You can only get to a certain point in the cutscene by starting at the beginning and then following the set of instructions to that point. This is the same way video encryption works, you start with a key frame and then only note the changes. But you can a specific scene in a movie without seeing the entire first half of the movie first because there are multiple key frames through the movie. This is the pattern cutscenes should follow. This way the cutscene could be started from many points.
Now, this could not easily be used to fully imitate rewinding and such because loading a cutscene state can take some time, but it would be a start.