In every game I've ever played that involves movement and combat, dodging enemy attacks has always been a winning strategy. The strafe dodging in this game is really no different than kiting in MMOs, or dodging rockets in quake.
If you dodge all the rockets and keep shooting a pistol at the enemy , you're going to win every time!
If you keep kiting a monster in most MMO's, so long as your damage outpaces the regeneration, you will eventually win every time.
Every game that allows a player to manually dodge attacks suffers from this issue, once you master dodging it's very hard/impossible to kill you.
If a game has a manual dodge mechanism, then some players will inevitably master it and be "unkillable" short of mistakes. If a game does not have manual dodging, then combat becomes stationary click click click and random dice based on your character build strategies alone.
The best way to address this is through improving the game content, e.g. monster abilities/characteristics like lmaoboat's suggestions in the Tactical combat thread (
viewtopic.php?f=3&t=1909), monster placement and AI, as well balancing class abilities/skills, etc...
Removing manual dodge (making it ineffective is functionally equivalent) will just make character trees all important and then these forums would be even more full of complaints about skill X being better than skill Y or class X better than class Y or having to pick skills in certain orders or you'll have 5 less HP at the end of the game. I suspect there would be far fewer posts about people enjoying the game.
It takes an awful lot of time and review to balance a variety of skills/classes etc. Just look at games like WoW that have huge dev teams and are constantly tweaking balance even after 7 or 10 years or however long people have been paying for that mess. (And they charge you every month more than this entire game!)
If you find 2x2 strafing is boring, you can minimize your use of it. Try figure 8's, or random patterns, or try building a party that can stand toe-to-toe with monsters. To be honest I didn't use 2x2 strafing until the blue-ish colored creatures on level 9 that destroy my athletic/armor focused fighter. And I'll agree strafing is easy once you have the timing down, but it would be a lot worse without it. And primarily it's too easy because all the non-spell attacks are simple instant clicks so only mages take any player focus with the potential of interrupting the player's strafing rhythm. Strafing gets much tougher when you have something else to focus on, and that's why I would personally try to make the attack system more engaging.