Crosmando: Again, it's a matter of debate whether Total War games are RTS games. The tactical battles are indeed real-time, but they have no strategic element, the strategy is the turn-based world map.
Many will say that to be RTS, you need to be collecting resources, building structures and training armies on the same real-time map that you fight in.
Kelefane: There are huge strategic elements to Total War battles.
I agree with Crosmando and would classify Total War under RTT (Real-Time Tactics), along with games like Ground Control, Close Combat, Sudden Strike etc.
RTS in my book must include some elements of base building and resource gathering, even if it's just very simplified versions of them like in Act of War.
AB2012: RTS's essentially "evolved" into MOBA's due to a combination of publishers wanting easier trashy monetization in PC games, the games are easier for "The Casual Audience (tm)" plus ongoing consolization that never really ended (Age of Empires 2 & Rise of Nations don't exactly play well on a game controller sitting 10ft away from the TV).
A good point here - RTSes are not console friendly, so I believe this is one of the main factors that made them fall out of grace as far as developers are concerned (with few exceptions) in an age where competitive shooters & battle royales are the focus on PC.
LootHunter: The genre is great but it essentially reached the dead end. It's the same formula for almost every game - build the base, gather resources (or take control of the points that provide resources), build units, fight... Even controls haven't really improved since WarCarft III.
You are essentially right, but the same can be said about shooters if you think about it. The only true innovations have been the social and competitive aspects as of late. A good rehash of the same RTS ideas in a previously unexplored universe (on the scale of Warhammer 40K for example) with good storyline and gameplay would be, IMHO, very successful if done right.