Been a minute since I played any 2d games. I played a few bad ones not too long ago, which is only reason the idea about the melee/projectile shooting bring a nuisance was in my head.
Obviously classic Mario is movement only. Technically you got melee but it does not stop movement and is designed in a way that doesn’t have you back peddle cheesing most enemies. At least from what I remember.
Sonic has been mentioned.
I think okami can sort of fit the bill, but maybe it’s a stretch. You do combat, but more in the same way as mario. You move into enoes a certain way.
I think I have to go back and research more to find better examples. But in the end, it’s just a question of what kind of movement you are forcing player to make. Usually projectile plus enemy results in “back peddle to last funnel or aggro range” or it has you leaping frantically on platforms that were designed for forward momentum, so it just ends up feeling kind of janky and annoying. These are both patterns any seasoned gamer knows very well. For me at least, it’s dull because of too much familiarity.
I think if I were making that genre, I’d try an idea of having movement and hardcore platforming separate from combat arenas. Like you gotta go real fast, dodging enemies, to get from one big battle.to next. Then battles are in spacious arenas with lots of cover but no safe zones. After dicey platforming in which you are avoiding snemies for a period for sake of speed, then laying out a few waves woth fiepower may be very satisfyjng. So you get constant in the zone flow state gaming.
It really may be no issue and just my weird opinion. Watching people play my own game I see all sorts of behavior I would describe as nonsensical. For instance you have a turn limit on a turn based game, coupled with fast paced music, and people click faster. Lol, like they can’t still take all the time. So theme can do a lot to influence how one plays, side note.
Then some people have idea to use all resources maximally on every turn, whereas my goal is the opposite. So people have extreme different ways of llaying.
Oh, some oblique examples from 3d world is the artsy artsy games like flower, journey, abzu. Very different but they demonstrate if movement feels good it is enough (coupled with strong theme).
And limbo. That was a good one.