I mean yeah, I honestly think it's really absurd to suggest that any RTS game with the active pause is essentially the same as turn based strategy game "bc you can pause and do everything paused every moment". It's not about the user interface, real time vs turn increments impact EVERYTHING regarding the structure and flow of strategy games, from the smallest detail to the largest picture. Real time is not "just turns but 40 000 instead of 400 of them", those orders of difference in the games' units of time completely change everything about the kind of the games they are and the dynamics and processes of the world they simulate and the player's experience.
For starters, the scale. The smaller the units of time are, the bigger the world can be and the more complex dynamics it may enable. There are many reasons for this, but the most obvious one is loading turn times. In Pdox games the split of the game's processes into an extremely big amount of very very small time units enables the engine to simulate hundreds of AI countries actively operating in the same time. All their processing is spread over a lot of ticks, thanks to the vast majority of AI players not doing any active decisions on any individual tick of time (in case of EU games it's one day inbetween 400-500 years). But you can't have hundreds of AI players in the turn based game, because then you would go insane waiting for those five hundred EU4 AI managed countries to make all their decisions, one country and AI player after another, every time a comparatively enormously big unit of time passes. I'd treat the above as the benefit, since this wonderful feeling of being a small part of a truly gigantic world, a true GLOBAL SCENE, a breathtaking complexity, has always been motivating me to play those sorts of games - it also makes just watching how the world outside your control unfolds, the AI written history of the world, very entertaining (I have "played" a ton of sessions of eu4 in the passive observer mode, just checking every now and then to discover crazy plot twists in the AIs Alternate History).
Conversely however, the biggest problem of such time structure is how much harder it is for such games to design entertaining peacetime mechanics that don't feel like "push a button, wait x time for a loading bar to fill, congrats now you have +5% to whatever". In the 4X turn based games the units of time are so few and so big that you can relatively easily design a game in such a way that every turn is filled with interesting decisions and "minigames" even if they player is not waging any wars. A ton of my civ5 playthroughs have been very pacifist and yet very interesting. Different Pdox games deal with the problem of making 40,000 "turns" of peace interesting better or worse. The best is either Crusader Kings or Victoria series, with their dynastic/internal politics and economy/internal politics systems being massive enough to constantly call for attention. Stellaris was initially bad with this problem but got much better over time, offering a lot of peacetime toys and activities. EU series in particular have it worst due to their inherent "geopolitical" focus, its specific historical era and its extreme cultural diversity not givingg much room to any very specific political or economic systems (not to mention the lack of Stellaris' fantasy toys). For me the strongest weapon EU games have had against this problem has been simply the entertainment I got from just watching the AI-vs-AI world events to unfold in the meantime of my own actions.
Honestly if EU5 releases to the critical and popular acclaim it may be the nail in the coffin regarding my personal attention to Civ7 for a very long time, until some massive changes and improvements. I have spent a very long time yearning for some new AAA budget "global civilization simulator", as in "a massive historical strategy game with a ton of historical cultures building alternate world history", and Europa Universalis is the second best franchise to cover this desire after the Civ series. Sure, it covers "only" 400-500 years, between late medieval and early industrial periods, but the sheer staggering epicness of the way it covers those "mere" few centuries made it rival Civ vibes for me.