It's the fact of limited interactivity that bothers me; how Halo's sandbox gameplay, with all the possibilities for progressing in new and interesting ways, is suspended. Unavoidably stalled. Whether or not these are more properly called on-rails sequences instead of QTEs, their result is identical: as a player I'm forced to complete a very restricted series of actions at fixed points in the game. The cruelest part is that they don't even tell the story better than ordinary cinematics. Master Chief's power could be conveyed equally well by scenes that look the same but can be instantly skipped.
Take a mental trip through Halo 1. Notice that even its most limited areas, the final Warthog run and the most structured level, The Library, leave you the player in full control. Sure, your objective is very specific, but you're free to do whatever you want within the confines of the playable space. This is where Halo fundamentally differs from other modern shooters, even its own sequels. To the extent that Halo 4 employs on-rails sequences or QTEs or anything else of the sort, it undermines the freedom that sets Halo apart from everything else.
http://www.neogaf.com/forum/showthread.php?p=42496770#post42496770