And it raises two potential limitations or weak points:
1. Since combat is where tactics and choice is most relevant, this means that most conflicts are most meaningfully resolved by combat. That's why so many adventures involve NPCs giving fetch quests that involve killing enemies, even if it seems like a nonsequitur.
2. Conversely, if you have a major conflict that is resolved by a noncombat encounter, then it's ultimately resolved by chance, which could have weird implications if the intent is a story/intrigue heavy game.