Yes, PoE "RTwP" combat is technically faster than the BG combat but it ends up being a useless distinction because, due to the combat log, the way PoE's RTwP combat is played ends up amounting to the player pausing the game every 3-6 frames of game animation in order to queue up commands and to read through the combat log.
My personal experience playing BG1/2, which AFAIK didn't have a combat log (joke, joke), was simply stuff happening on-screen and my initial commands sometimes working and sometimes not working. Oh, sure, there was a whole lot less pausing throughout the encounter but, in the end, I also felt much less in control of the "micro" of the encounter.
I also feel, and again this is merely my personal experience of BG's RTwP versus PoE's RTwP combat styles, that there are simply more stuff (options) for my characters in PoE to do at any given moment. Sure, I have to pause every 3-6 frames of animation that are playing out and make sure I "micro" those options in PoE, but that ends up being more enjoyable to the equivalent BG encounter where it usually feels like I had very little stuff to order my characters to do, with the important caveat that what they could actually do (in BGs) was usually much more encounter-affecting than whatever it was that I micro'd in PoE.
Conclusion? I enjoyed PoE's implementation of RTwP more because it offered me the tools to intentionally slow down the game, and the pace, of each encounter and it also made sure to provide me with access to more banal-shit-boring stuff I had to click on and, lastly, it did a good job of making me feel like I was constantly controlling each encounter via the command queue-ing system.
Second conclusion? The reader can easily and safely infer from my primary conclusion that PoE would have benefitted immensely from being Turn-Based instead of RTwP.
TL;DR version: I prefer PoE's implementation over BG's implementation simply because I have a heavy dislike of RTS-rooted mechanics.