Its been said by some at Sierra that many of things we consider Adventure game standby interfaces like parser, action, verb, or icon bar for actions were only used because of technological limitations to show many of those same actions on screen in a real time format. It added realism where action games of that time were too primitive to allow for any sophisticated interaction. That had they had access to more sophisticated technology they would have avoided using them.
As game technology evolved to incorporate more realistic actions, on screen, the classic adventure game interfaces became largely obselete. Were replaced with real time action such as in the FPS genres or expansive Japanese style rpgs. Hence why Ken wanted to push towards those, as the 'future', while retiring classic adventure game genre.
This of course overlooked that adventure games often had the user interacting in mundane way, such as interacting with everyday or mundane objects (like a stove or a toilet). As opposed to moving about like a ninja, or shooting guns! In some ways interactivity was downgraded in these more action oriented games.
There are exceptions, such as the Thief series, Splinter Cell, or Deus Ex offered a large scope and multiple solutions to problems, and unique exploratory and adventure feel, but in a real time world! KQ8 was attempting to go to that direction (but fell short in a few ways). On the one hand, it did maintain some of the classic KQ/adventure interface in some ways (at least the KQ7 style interface), which some of these other games lacked.
Most of those games actually were well received among the adventure game fans, as havign adventure game ethic, despite not being true adventure games, nor intended to be!