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No game will ever be popular if it isn't spectacular! It's not for nothing that the King said: "An airplane will never fly if it isn't beautiful."
To achieve popularity, all great people strive not for balance, but for spectacle! The more chances a weak opponent has to win against a strong one, the more popular the game will be! That's why, with this random turn-based system, only programmers – tormentors of numbers – will remain, but they don't understand that people are emotional and alive, and they need spectacle, not knowledge of mathematics!
I mean only morale and luck. This should be and always will be unambiguous! Such games are as beautiful as they are unexpected; if it's frustrating to lose due to morale, it's pleasant to win, which means the game is alive, it lives with emotions! The fewer of them there are, the faster it will become uninteresting.
Take an exaggerated example – if, in football, after each half, one goal is decided by a coin toss, the chances of a weak team winning will increase significantly, and the spectacle will plummet.
From personal experience, I can say that the most spectacular way to play Heroes is with random turn-based (600+300 control). Because the game is fast, full of events, and often with sharp plot twists.
And there, by the way, a weak player really has more chances to win than with classic control. But not because of external randomness, but simply because an experienced player has more opportunities to make mistakes, trying to force the situation.
This kind of spectacle and this kind of randomness is quite fair.