The combat mechanics allow you to issue any of your attacks on demand, pulling from 1 governance pool (Mana,Stamina,action ect ect) and no more than 1 pool. With that, that pool recharges at a set rate, augmented by gear and stats.
While you have a point, that is not really all there is to it. These other games make use of more than one "pool" at time, usually this being some kind of TP or MP and cooldown, global or local.

In FFXIV there are actually three pools- TP or MP, local cooldown and a global cooldown. This is why the current system as-is can not be sustained. Skills need to be divided between those with local cooldown (that do not use stamina) and those without local cooldown (that use global cooldown = stamina). No skill should use both, except if they use no TP or MP, in which case it is okay.

Remember SP gains were based on the quality of the action taken, not the speed of which you could kill a mob?
Yes, I remember the system that favored skills that did the least damage as well as being spammable and fights that were artificially lengthened. No, no "ball" was "dropped" when they changed it to set SP, and that has nothing to do with the combat system.

So now the best strategy is to kill at break neck speeds for the best SP gains
And the problem is that the game allows this. If the monsters never pose such a threat that you need to use debuffs or defensive skills, why would you use them?

You got the diseases almost right but your cure is like giving aspirin for a brain tumor.