I don't mind Quick Time Events when they are implemented well and complement the gameplay - I reckon the God of War series is a great example of this.
On the other hand, a lot of games recently have used Quick Time Events badly, either as a replacement for regular or more complex gameplay, or simply by utilising badly designed prompts, and its then that I really don't like them. It seems like games tend to throw them in abitrarily sometimes as well, which irritates me. If a game has Quick Time Events, making them an integral part of gameplay is what I'd prefer - Fahrenheit/Indigo Prophecy is a great example of a game built almost entirely around Quick Time Events, and because they work well, so to do they complement the game and help turn it into the great game that it is.