I think there's a lot of room for nuance in 60 inputs per second. The sword example is "digital/binary" because of how long it takes to swing. But you're usually given direct, continuous control over your character's movement. These movement mechanics can allow a lot of expressivity, especially if there are multiple mechanics which can interact. Take a look at the movement in Super Smash Bros. Melee if you want a concrete example.
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I think there's a lot of room for nuance in 60 inputs per second. The sword example is "digital/binary" because of how long it takes to swing. But you're usually given direct, continuous control over your character's movement. These movement mechanics can allow a lot of expressivity, especially if there are multiple mechanics which can interact. Take a look at the movement in Super Smash Bros. Melee if you want a concrete example.