Thank you for the feedback!
In fact, we intentionally designed this mechanism, we want any action in the game can be interruptible by another action, except taking damage and dodging. This also means that some players might exploit the system to create the high attack-speed playstyle you mentioned. However, we believe this playstyle is acceptable, because enemy attack frequency in the later stages of the game only becomes stronger. This approach suits players who want to challenge themselves.