Example: TES Morrowind, dunno how many players was enjoy by it's combat system.
Morrowind's only real problem was that it didn't give any visual feedback for a miss, not a simplest form of enemy leaning back or to the side nor the blade or the arrow swinging/flying by side of the enemy or bouncing back from it (aside from block).
That is something that'd be easily corrected if there was the will to do so.
It's the same with guns. It's very easy to provide a miss at a range (there doesn't need to be feedback at all besides something being hit behind and by the side of the enemy). The gameplay systems can provide that very plausibly by adjusting the hit chances by the range. You can miss at point blank range too. Very much so. But the reason you miss has to be shown somehow. Perhaps the enemy moves just as you pull the trigger, perhaps your lack of expertise causes the whole attack to fail or maybe the gun jams, perhaps the enemy shoves your gun aside as you try to put the barrel to his mouth instead of grinning like an angry down syndrome dog and eating the bullets like in Bethesda Fallouts.
There are plenty of ways to create interesting gameplay that isn't an FPS. Those ways just have to be offered to people because these days it's a default expectation that every game works the same, and most of the audience don't think beyond the last game they played and enjoyed. And when they do, they jump back in history to point out how awkward and ugly something that was made before they were even born was back then without giving a single thought on by what means could it possibly work today if given a chance (other than...
FPS because that's what everything else is).