I wasn't a huge fan of the Kingdoms of Amalur demo, either. It wasn't the button mashing, flippy style of combat that turned me off, however. I couldn't get into the story, get attached to my character, and the game felt...cartoon-ish, almost as if it was a game meant for kids. In fact, it's potentially a good way to introduce young teens into rpgs.
I think rpgs should be geared towards players who love story, characters, worlds and want a lot of room to create their own journey in the game world (without actually being the developer!). The game shouldn't reward people who have better reaction time (go play a shooter or some button mashing action or platforming game, instead, if that's what you're looking for.) or have accurate, twitchy fingers. Rpg's should be stat and skill based. The player should figure out from codex, journal, and mission entries and logs how to build a good character, how to solve missions and puzzles, without the game handing them the answers.
Just imo, of course. Games aren't quite built this way anymore, it seems, anyway.