Honestly? I wouldn't play it, but I would watch it. I never was fond of the text parser, except as an optional addendum, QFG2VGA style - contrary to how some people think it improves role-playing, I argue that it encourages out-of-character knowledge instead, and that dialogue trees are better for RP, as they properly let you choose things that your character would say or do, rather than being able to "Hiden Goske!" or "Hut of Brown, Now Sit Down!" without Ego knowing those passcodes; all while elegantly avoiding the problem of forgetting what to ask after putting the game down for a few weeks on a blind playthrough. (And you can't use the thief's sign by painstakingly typing out every part of it, either, so it's not even consistent)
Besides, I actually like the idea of both combat and puzzles being mandatory for all classes, with different weighting based on class choice and hybrid talents. If a Thief or Mage can skip the fighting, why can't the Fighter skip all the puzzles and just brute force his way through everything, like the fluff implies Fighters often prefer to? Forfeit any chance of becoming a Paladin due to being a big, dumb thug, sure. Make "puzzle immunity" the one thing that the Fighter does better than the Paladin, definitely! But having the choice to combat through every single situation in the entire series would legitimately be fun. Yes, the Thief and Mage do have to fight in every game except 1, but only in 4 and 5 do they need to use the combat system to do it, as opposed to the "fight" being a framing device for a puzzle.
Honestly, I just like a good combat system. A good, in-depth combat system with balanced mechanics (like QFG2VGA, and what QFG5 comes surprisingly close to being if you pretend that Hide, Dazzle, and Frost Bite don't exist) lets you craft a puzzle with every encounter, and these puzzles can have a large number of potential solutions, provided that the player has enough tools in the box to handle them. While an adventure game's puzzle might have... two or three hard-coded solutions. Fun the first time, but then you've solved it and you're done.
That said, if there was a fan sequel, that bridged the gap between Quest for Glory and Hero-U (never mind that Activision would hate you) by explaining things like both Erana and Katrina being alive, and actually discussing aforementioned character's backstories in a gameplay context like Dragon Fire's expansion was most likely going to do, and you also had good combat and good puzzles, with good replayability between the four different classes and waifus (Nawar would be the ultimate puzzle queen, no combat skills, but still very talented) then I would-that'll sadly never happen.