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QTEs are weak design because most of them are simple one-button prompts. They're as much gameplay as clicking 'START' to start the game. If a QTE gave you four options with different effects, they'd qualify more as gameplay, but they never do. So if a QTE falls mid cut-scene it's about as useful as a prompt coming up saying 'CONTINUE CUT-SCENE Y/N?'.
This is made worse when QTEs use different controls to the rest of the game. IIRC, TOMB RAIDER at least let you use the actual normal controls during cut scenes, which was a bit better.
Even worse are when QTEs only happen once in a game. SPACE MARINE is the worst example of this: there are no QTEs at all in the whole game until the final boss fight, where you have to kill it with QTEs using buttons and controls not normally used for combat in the game (plus it's a rip-off of the Gandalf/Balrog fight, but that's another issue).
There's also the issue of laziness: creating a pre-determined cut scene where the player has to press one button is more straightforward than programming a long, multi-result conversation option scene, or a combat scene where the game designer has a specific result in mind regardless of what the player does.
I think it's possible to do good QTEs - DEUS EX: HR's conversation cut scenes where you can choose different dialogue options with radically different results on how the rest of the cut scene playes out is a good example of the sort of thing they should do more often - but overall they should be treated with scepticism.