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No, the division into cells might actually be a good thing... In fact, the probability of encountering "bad" spots where you can get stuck is reduced to zero. And overall, this approach is more formal and can be controlled in some way. For example, in other games, you swing a sword and don't know how close you need to be; you get right up close, but in reality, you might have been able to strike and quickly back away. Here, everything is clear: if there's an enemy in the adjacent cell, it means you can attack.
But everything else can't be attributed to some deep philosophical meaning; it's clearly just a shoddy job.