execution isn't fundamental to RTS though
it's just a major part of the games in the marketplace, all of which are real-time mass micromanagement games
"macro" just means micromanaging production instead of units
the core concept of strategy in real-time has nothing to do with micro/speed
the only reason to play RTS games (in terms of strategy) is the resource-management decisions (and the tactical ones to a certain degree)
the challenge is finding opponents who are equally (in)competent at the mechanics surrounding those decisions
it's easy to dismiss Starcraft because of the APM, but it at least has resource-management and tactical decisions some of the time
many other games in the genre usually have no balance and completely overpowered strategies where you don't have to make any decisions at all, but rather optimize something or manage something quickly (neither of which are actual decisions)
the genre basically stopped making progress after rise of nations. even though optimizing your empire required speed, there were actual decisions involved extremely often