My current project is not quite traditional IF, it has a pretty involved battle system, and tightly scheduled “cutscenes” with long bits of description that require some reactions, so a player trying to be efficient and queuing a bunch of actions will probably just fall into failure and/or blast their screen full of text they didn’t know would be coming. And due to the bespoke nature of most of the interactions, I don’t see a great need for it in the first place.
I suppose it wouldn’t take much work to make this a toggled state that only referees the actions when it’s really necessary, though.