The point is that the dodging and blocking were occuring without the animations. Combat is a fluid and unpredictable thing. There may never be a game that can fully simulate combat successfully because the moves are limited but what has been pre programmed. The Dice roll mechanic simulate what is actually happening, which are changes in situation that were too minuscule and/or complex to put into motion.

My personal view is this. Back in the early days of RPGs, %hit mechanics were vital.
I say they still are; and can only become more complex and accurate ~but I would of course still want the underlying mechanic to be dice based... Just that with advancement in technology resources, the game could afford (for instance) to take the incline of the ground, or the roughness of the debris into account ~and apply a bonus or penalty to the rolls... or even detirmine that the PC stumbles and rolls an agility check to see if they recover; (while of course applying a defensive penalty to the PC against incoming attacks while they are stumbling.

Focusing the skill instead on the quality of the hit works much better.
It does at that ~but for an entirely different purpose and goal; it is [IMO] totally unsuitable, (and unrealistic) as a reflection the PC's
personal ability at a given skill in a given situation.
I'll put just one example: The PC automatically swings the weapon flawlessly at whatever the player has in their crosshairs... but they can ~while roaming around in dark tunnels, have a startling encounter (startling for the player). The player will click the mouse by reflex ~and the PC will [again] flawlessly swing the weapon at where ever the cross-hairs point. One may argue that the startled player may naturally have startled (imperfect) aim... but that's not my point. The PC is not startled and performs another flawless strike (at the target or nothing at all

); if it hits it hits like a pro, and with full power. Under a dice based system, the PC can have a penalty to hit that reflects being startled, and it drops their effectiveness commensurate with their fright ~(which may be of variable degree... A PC with more *stat-based* confidence/experience/ or level headedness might not be as shaken.
** I would also point to RPG classes, and having a battle hardened veteran (fighter) not be so shaken as a masterfully skilled wizard ~who might be more of an expert at craft than of self control under physical threat

).